Top Down Shooter
by George Fairs · in Torque Game Builder · 02/19/2009 (8:24 am) · 32 replies
Hey everyone, I am really interested in making a top down shooter game, but rather than using Game Maker or Flash, I want to use TGB for this. I have tried a tutorial someone here made, but it wasn't the kind of game I was looking for.
I am looking for help on how to make a top down shooter, where you move the body of the character with the keys, but aim the gun or whatever with the mouse. Kind of like game like Dead Frontier (deadfrontier.com) and that mortis one, also made with TGB. So if any of you know of some good tutorials, or even books, or could help me directly - all would be much appreciated. Thanks.
I am looking for help on how to make a top down shooter, where you move the body of the character with the keys, but aim the gun or whatever with the mouse. Kind of like game like Dead Frontier (deadfrontier.com) and that mortis one, also made with TGB. So if any of you know of some good tutorials, or even books, or could help me directly - all would be much appreciated. Thanks.
About the author
#22
1. The bullet I have comes out the side of my character.
2. I don't know how to make it so left click shoots.
3. My enemy doesn't face my character.
4. My chracters legs don't move into the direction of where it's moving.
02/20/2009 (7:49 am)
Hmm... All good, and valued points, but my I am still having major errors.1. The bullet I have comes out the side of my character.
2. I don't know how to make it so left click shoots.
3. My enemy doesn't face my character.
4. My chracters legs don't move into the direction of where it's moving.
#23
1) the behavior in #2 will have an offset that you'll have to fiddle with until you get it right (if I recall correctly)
2) add the behavior "mouse shoots" to the character I think I got it off TDN
3) Ok, I'm not using behaviors for my critters but what I did was to create a function in script that gets scheduled on spawn by my creature Class. it essentially a)gets the rotation to face the player (using a slight variation of the code I mention here b) I tell the creature to moveTo the player's position, and finally c) schedule the creature to call this function again in a second in case the player has moved.
4) hmm that should be in the shooter controls behavior.
02/20/2009 (8:02 am)
Right George, didn't mean to de-rail. I don't have access to my source here at the office so I'll have to make do with pseudo codeish stuff.1) the behavior in #2 will have an offset that you'll have to fiddle with until you get it right (if I recall correctly)
2) add the behavior "mouse shoots" to the character I think I got it off TDN
3) Ok, I'm not using behaviors for my critters but what I did was to create a function in script that gets scheduled on spawn by my creature Class. it essentially a)gets the rotation to face the player (using a slight variation of the code I mention here b) I tell the creature to moveTo the player's position, and finally c) schedule the creature to call this function again in a second in case the player has moved.
4) hmm that should be in the shooter controls behavior.
#24
EDIT: ShooterControls doesn't contain anything that changes the direction of the legs.
02/20/2009 (8:08 am)
Thanks for the info. I will try doing these now... But I don't understand properly what behaviours are, and what non-behaviours are and how they all work... Can anyone care to explain to me normal scripts, where they go, how they work, and behaviours, and how they work, and programming my own, etc. Thanks, and sorry, I just need to get a few things cleared up.EDIT: ShooterControls doesn't contain anything that changes the direction of the legs.
#25
quite handy for a torquescript overview.
02/20/2009 (8:21 am)
I found this: tdn.garagegames.com/wiki/TorqueScriptquite handy for a torquescript overview.
#26
EDIT: How would one create high quality graphics, like for the floors, and crates and things. I just don't get how people do it. Like I have seen ins ome places people using the terms textures in 2d graphics - Which I thought were for 3D.
For example, look up larvamortus, and see the screenshots of the floor... How? And also, how can one create 3D character for 2D games with now much experience in 3D modelling... Sorry for asking so much, I am just very, very keen. I might have to start a few new threads xD
Anyway, thanks to any further posts that may help
Oh and also your graphics Simon, for the floor. How do you do stuff like that?
02/20/2009 (8:32 am)
Aww thanks - really helpfull...EDIT: How would one create high quality graphics, like for the floors, and crates and things. I just don't get how people do it. Like I have seen ins ome places people using the terms textures in 2d graphics - Which I thought were for 3D.
For example, look up larvamortus, and see the screenshots of the floor... How? And also, how can one create 3D character for 2D games with now much experience in 3D modelling... Sorry for asking so much, I am just very, very keen. I might have to start a few new threads xD
Anyway, thanks to any further posts that may help
Oh and also your graphics Simon, for the floor. How do you do stuff like that?
#27
No, not really.
TorqueScript is pretty much the same across each of the engines, except TorqueX, because it's C# based.
They aren't *entirely* separate products with *entirely* separate audiences. Many people learn on TGB and move to the other engines. The PHP and C++ example is pretty weak, because they are entirely different languages with different purposes. TorqueScript is one language. Behaviours are a newly added feature to TGB, and to it's extended implementation of TorqueScript.
I see it more along the lines of learning C++ using some libraries which are not part of the ISO standard. Instead, I think one should learn ISO/IEC C++, then worry about extended libraries.
To me, the behaviours have their place, but putting them so front and center seems a little odd to me. The first tutorials people should probably learn wouldn't even include the editor! Maybe I'm just too stuffy.
02/20/2009 (9:09 am)
Quote:
@Jason: Isn't that kinda like saying 'why learn PHP when its not very applicable to C++?' Separate products, separate audiences. Heck I bought TGE just to get access to the entire TDN documentation, not because I aspire to make a 3D game.
No, not really.
TorqueScript is pretty much the same across each of the engines, except TorqueX, because it's C# based.
They aren't *entirely* separate products with *entirely* separate audiences. Many people learn on TGB and move to the other engines. The PHP and C++ example is pretty weak, because they are entirely different languages with different purposes. TorqueScript is one language. Behaviours are a newly added feature to TGB, and to it's extended implementation of TorqueScript.
I see it more along the lines of learning C++ using some libraries which are not part of the ISO standard. Instead, I think one should learn ISO/IEC C++, then worry about extended libraries.
To me, the behaviours have their place, but putting them so front and center seems a little odd to me. The first tutorials people should probably learn wouldn't even include the editor! Maybe I'm just too stuffy.
#28
If so... Thanks
02/20/2009 (9:18 am)
Please, I am sorry to nag, but I kinda need some help... Simon, can I send you my .exe so far, and see what you think? If so... Thanks
#29
Hmm. yeah I'm not a super big fan of behaviors but I can appreciate what they're intended to do. But at this point do we know they're not coming in T3D since they're still announcing stuff for it?
@george: the graphics are just all practice, dedication, research and hard work. You can find tons of photoshop tutorials around the web that will show you how to achieve just about any specific effect. and 3D is its own specialty you can probably find some tutorials on whatever software you're using. Just don't get discouraged but it will take some effort to learn.
You might want to take a look and see if you can find some old Nintendo sprite sheets to work with (old zelda or MGS would probably work well) That would get you some fun graphics to play with right off the bat.
My E-mail doesn't accept attachments with executables, but if you have a hosting place where that you can shoot me a link, I'll be happy to take a look when I get home from the office.
02/20/2009 (9:43 am)
@Jason, well ok I'll concede your point and yes my analogy sucked. :) I absolutely read too much into it. I've just had one too many conversation this week about "Oh, 2d.. when are you gonna grow up and make REAL games.." So I've been kinda grumpy, and took it personally.. my apologies.Hmm. yeah I'm not a super big fan of behaviors but I can appreciate what they're intended to do. But at this point do we know they're not coming in T3D since they're still announcing stuff for it?
@george: the graphics are just all practice, dedication, research and hard work. You can find tons of photoshop tutorials around the web that will show you how to achieve just about any specific effect. and 3D is its own specialty you can probably find some tutorials on whatever software you're using. Just don't get discouraged but it will take some effort to learn.
You might want to take a look and see if you can find some old Nintendo sprite sheets to work with (old zelda or MGS would probably work well) That would get you some fun graphics to play with right off the bat.
My E-mail doesn't accept attachments with executables, but if you have a hosting place where that you can shoot me a link, I'll be happy to take a look when I get home from the office.
#30
Anyway, I was also thinking about stuff like www.deadfrontier.com, if you see there graphics, how do they do the ground and everything. I don't understand how you can create graphics like that. So yeah, whilst getting the game sussed, I also want to get my graphics skills sussed. Anyway, thats in advance to anymore help
02/20/2009 (9:52 am)
Well, coincedentally I have the same site as you (I looked up Swiftthought), and WordPress with ComicPress :) Anyway, I guess I could put the link on there, but I only started it yesterday, so I don't know how to add attachments to posts yet.Anyway, I was also thinking about stuff like www.deadfrontier.com, if you see there graphics, how do they do the ground and everything. I don't understand how you can create graphics like that. So yeah, whilst getting the game sussed, I also want to get my graphics skills sussed. Anyway, thats in advance to anymore help
#31
Check this thread out, that talks about converting 3d models to 2d Sprite images.
http://www.garagegames.com/community/forums/viewthread/74149
Good Luck!
02/21/2009 (12:31 am)
@GeorgeCheck this thread out, that talks about converting 3d models to 2d Sprite images.
http://www.garagegames.com/community/forums/viewthread/74149
Good Luck!
#32
But I have also got more problems, in the sense that I can't 3D model, even tiny little sprites, any good advice on how I can learn?
02/21/2009 (1:27 am)
I just took a look at this, very interesting indeed. But I have also got more problems, in the sense that I can't 3D model, even tiny little sprites, any good advice on how I can learn?
Torque 3D Owner Simon Jensen
SwiftThought Games