Game Development Community

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?

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.

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#41
07/06/2009 (12:56 am)
I am a newbiwe myself and have not yet gotten to the point of where i can figure that out. I have been some what dissapointed in this messageboard. When asking questions of how it works, i am an interested potential customer, i got tons of replys, but after I bought it, my questions have gone relatively unanswered. Even if my questions are some what novice, relative to some, doesn't mean they don't deserve answering. My philosophy is if you see a question, and you know the answer, answer it!

Its all karma, it will come back to you.
#42
07/08/2009 (12:04 pm)
Bear in mind that a lot of folks are still on vacation for the july 4th week, kids are still out on summer break, and so some delay in response can be expected... These guys are working very hard on engine updates or their own projects, so expecting them to keep themselves chained to their computers during this period might be a little much :)
#43
07/08/2009 (10:07 pm)
Heat wave in my country. Brain fried, can't answer anything intelligently anymore :P

@Ny Andry: You need an Intel-based Mac, you need the iPhone SDK (which is SDK+iPhone OS headers, OS X-based) and a subscription from Apple ($99 in the US, less in many other countries). You also need an iDevice, of course. You can make the game with iTGB on Windows first (designing for iPhone resolutions), then load it up on a Mac when ready to test and build to the device. Repeat until bugs are worked out :)
#44
08/02/2009 (10:35 am)
Thx Ronny :)
#45
08/02/2009 (11:38 am)
So let me get this straight.
I in theory, can simply build a game in TGB... then the iTGB thing messes me up. What is the purpose beyond a license?


#46
08/02/2009 (6:25 pm)
Well, you get the platform layer for the iPhone. Just like licensing the Wii or 360 engines provide the platform support layer.
#47
08/04/2009 (8:00 am)
OK, will look more into later. BUt thanks for your help so far.
#48
08/04/2009 (8:01 am)
PS. Does/will TGB be able to access iPhone Voice recognition for it's games?
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