Touch in Torque
by rennie moffat · in Game Design and Creative Issues · 06/09/2009 (10:49 am) · 48 replies
I just found out about Torque today after spending two months studying C, Objectice C and XCode. I want to build to 2D games essentially so this is, seeminlgy perfect. So just me wondering, but, I want to build games for the iPhone. So, as such, this is becasue I want to utilise touch and accelerometer.
I did a quick search in the Torque wiki, and could not see anything that related to touch. So what I am wondering does it have Touch classes, or must I create the touch classes in Xcode.
How does this work exactly? Am I looking at cross platform building?
I did a quick search in the Torque wiki, and could not see anything that related to touch. So what I am wondering does it have Touch classes, or must I create the touch classes in Xcode.
How does this work exactly? Am I looking at cross platform building?
About the author
My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.
#2
how should I find out more.
the wiki, one of the books, forums, is that it, or is there some holy grail I should know of?
06/09/2009 (11:33 am)
cool, how should I find out more.
the wiki, one of the books, forums, is that it, or is there some holy grail I should know of?
#3
06/09/2009 (11:38 am)
iTGB has documentation you can download from your account.
#4
I noticed there are documents and paid support.
06/09/2009 (11:42 am)
thats once I have paid for it right?I noticed there are documents and paid support.
#5
as in I want a character in a 2D scroll,
his basic principles/characteristics are supplied (fire, jump, gravity, speed etc) and I can just manipulate them directly?
Also, if you don't mind, I have looked at Power Game Factory. It seems much more limiting but MUCH easier to build games in. Do you have any insight?
Thanks
Renman
06/09/2009 (11:46 am)
ps. does this system come with similar frame works?as in I want a character in a 2D scroll,
his basic principles/characteristics are supplied (fire, jump, gravity, speed etc) and I can just manipulate them directly?
Also, if you don't mind, I have looked at Power Game Factory. It seems much more limiting but MUCH easier to build games in. Do you have any insight?
Thanks
Renman
#6
PGF is a nice, though limited, game engine for 2D side-scrolling shooters with specific functionality. It is much simpler in design than Torque 2D or most 2D engines. I licensed it a while back and thought it was an interesting diversion; definitely a piece of inspired software. It is a Mac desktop engine and does not support the iPhone. 1.1 lets RealBasic users program natively with the engine's source to add new features.
06/10/2009 (10:10 am)
If you are looking for specific platformer functionality, you would want to look at the Platformer Kit Pro (source code optimizations).PGF is a nice, though limited, game engine for 2D side-scrolling shooters with specific functionality. It is much simpler in design than Torque 2D or most 2D engines. I licensed it a while back and thought it was an interesting diversion; definitely a piece of inspired software. It is a Mac desktop engine and does not support the iPhone. 1.1 lets RealBasic users program natively with the engine's source to add new features.
#7
My confusion comes up here. We are told we need iTGB for iPHone apps. Ok. But then why is it double the price? I would imagine that it includes a full blown TGB plus it has the, very few coding techniques, i would imagine required for an iPhone app experience (touch and accelerometer are teh only ones I can think of, are there more?)
So My confusion again, comes from the fact that you seem to be charging 750 dollars to buy the software for iPhone dev. when to just build for say a mac or xbox platform is 250. I don't get it.
06/10/2009 (10:19 am)
well, in working with the demo of TGB I found, predict it will be quite easy for me to learn, work with. great price to.My confusion comes up here. We are told we need iTGB for iPHone apps. Ok. But then why is it double the price? I would imagine that it includes a full blown TGB plus it has the, very few coding techniques, i would imagine required for an iPhone app experience (touch and accelerometer are teh only ones I can think of, are there more?)
So My confusion again, comes from the fact that you seem to be charging 750 dollars to buy the software for iPhone dev. when to just build for say a mac or xbox platform is 250. I don't get it.
#8
iTGB is an extension license for Torque 2D that extends the platform to the iPhone. The license extension is $500 for serious developers on the iPhone platform.
06/10/2009 (10:27 am)
Torque 2D supports Windows and Mac development out of the box. Extension licenses for other distribution points (Wii, XBox 360, iPhone, etc) are available to licensed developers to purchase as well.iTGB is an extension license for Torque 2D that extends the platform to the iPhone. The license extension is $500 for serious developers on the iPhone platform.
#9
06/10/2009 (10:28 am)
what is the purpose of the license?
#10
06/10/2009 (10:30 am)
ps. I know that sounds like a dumb question, but i ask that in all seriousness.
#11
06/10/2009 (10:31 am)
@Rennie - Well, the Xbox has its own licensing which is more expensive than the base TGB or iTGB engines.Quote:very few coding techniques, i would imagine required for an iPhone app experienceThe engine has been modified enough to warrant a stand-alone upgrade: supports a new platform, offers the new control schemes, new build project features, MP3 support, full motion video support, more optimizations than the base engine, and so on. You also have to take into consideration the 3.0 features being added, such as the push notification, store kit, peer to peer, etc.
#12
06/10/2009 (10:33 am)
Quote:what is the purpose of the license?The ability to publish on a separate platform other than PC or Mac.
#13
Im just going over this stuff now, and how it might effect a games possibilities.
But to be fair I must buy two packages iTGB and TGB
OR
one of the platforms?
06/10/2009 (10:37 am)
ok. fair enuff.Im just going over this stuff now, and how it might effect a games possibilities.
But to be fair I must buy two packages iTGB and TGB
OR
one of the platforms?
#14
06/10/2009 (10:39 am)
If you wish to publish games for PC, Mac, and Web, you just need TGB. To publish games for the iPhone as well, you need TGB Pro and iTGB.
#15
But i am confused on this issue...
What are the PLatform Kits? How are they different from the simple engines?
06/10/2009 (10:40 am)
Ok I understand.But i am confused on this issue...
What are the PLatform Kits? How are they different from the simple engines?
#16
06/10/2009 (10:42 am)
The kits you see in the store, such as the Platformer Starter Kit and Adventure Kit, are add-ons. They provide you with assets and code to develop a specific type of game. They basically give you a head start on developing a game.
#17
I buy TGB and iTGB...
But Much of the coding is online is it not, I was thinking it was simply plug and play so to speak. How would a kit benefit me beyond what is already online?
06/10/2009 (10:44 am)
ok so I want to build iPhone apps.I buy TGB and iTGB...
But Much of the coding is online is it not, I was thinking it was simply plug and play so to speak. How would a kit benefit me beyond what is already online?
#18
Kit Benefit Example: The Platformer Starter Kit provides functionality similar to what you would see in a Sonic or Mario game. You can start off by writing your own code to make a character jump, slide, climb, glide, and bounce off a surface...or you can use the PSK that already has all that working.
06/10/2009 (10:49 am)
I'm not sure what you mean by online. The development of iPhone apps using iTGB is very similar to TGB. There are quite a few behaviors available to you, but for custom game play you will end up writing TorqueScript or C++ code.Kit Benefit Example: The Platformer Starter Kit provides functionality similar to what you would see in a Sonic or Mario game. You can start off by writing your own code to make a character jump, slide, climb, glide, and bounce off a surface...or you can use the PSK that already has all that working.
#19
Also, again, I thought all this code was available online already.. Am I missing something?
06/10/2009 (10:49 am)
ok, so i have looked at the pro and indie. It does not specify the real differences on the website besides saying one is advanced.Also, again, I thought all this code was available online already.. Am I missing something?
#20
so it is just advanced pre programmed frameworks to plug and play.
The ones online, free are much more basic in scope.
right.
so again, if you could, how vast is the difference between indie and pro?
06/10/2009 (10:51 am)
Oh ok, so it is just advanced pre programmed frameworks to plug and play.
The ones online, free are much more basic in scope.
right.
so again, if you could, how vast is the difference between indie and pro?
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders
Yes, there is touch support. There is work being done to include direct swipe/pinch support, but right now you can see touches as clicks #1 and up. The accelerometer is read by using joystick functions, so it's straightforward code you can also test on a computer first.