How did you find garagegames?
by Dayton · in General Discussion · 02/12/2014 (11:28 pm) · 20 replies
I found this site from google.com .
#2
So I had a look at the demo and these very forums, decided to hand over $150 bucks - I always noticed many people considered this expensive for some reason, maybe it is if you're 12 ...
What really drew me to Torque was ... wait for it ... TorqueScript.
I'd modded some single player campaigns for CoD and TorqueScript was very much like the GSC (Game Script Code) that it used. That meant I had a low level script to build tech demos in whilst using the engine to learn C++ ... something I never actually got round to doing properly ...
02/13/2014 (4:36 am)
Lol, same as Mr Lundmark. Torque - then TGE - was top of the popular commercial list, yet every comment on the site apart it was either negative or plain abusive ... a strange disparaty ...So I had a look at the demo and these very forums, decided to hand over $150 bucks - I always noticed many people considered this expensive for some reason, maybe it is if you're 12 ...
What really drew me to Torque was ... wait for it ... TorqueScript.
I'd modded some single player campaigns for CoD and TorqueScript was very much like the GSC (Game Script Code) that it used. That meant I had a low level script to build tech demos in whilst using the engine to learn C++ ... something I never actually got round to doing properly ...
#3
02/13/2014 (5:08 am)
Browsed some random sites and found the news that Torque3D is now fully open source, never heard of it before so I decided to take a look.
#4
02/13/2014 (8:14 am)
I saw a press release that the engine behind Tribes was being released for $100. That was a little while ago.
#5
02/13/2014 (8:21 am)
Some Tribes modding buddies decided to make a game... and we were all already familiar with the script language and asset pipeline. As it turns out it was a great investment and learning experience for me that paid for itself several times over.
#6
02/13/2014 (9:17 am)
Tribes 2 modding. Got pretty good at it and checked out this site for the first time 4-6 years ago right around the time T3D was released, saved up ze mulah ($1000) and bought myself a license. The rest, is history :)
#7
02/13/2014 (9:40 am)
I went shopping for an engine to build an fps-type game on. Tried out source and UDK and then stumbled upon Torque for the great low price of free! Also, open source is a huge bonus for me as I like to get my hands dirty. For instance Unity felt a little too high-level for me, but maybe I never gave it a fair chance.
#8
02/13/2014 (10:31 am)
Ahaha, nostalgia!
#9
02/13/2014 (11:51 am)
Recommended by a team mate on my school project a Full Sail. We ended up using TGE 1.4 (1.3?) and made a fairly impressive game in a short period time. After that, I stuck around in the GG community. The rest is history.
#10
By the way - I actually made a tolerable 2D game platform using just GUI elements and WinG. It was capable of output on par with TSR's Gold Box games and I had made it pretty easy to use. I was looking into embedding Lua and just scrounging around for game dev ideas when I ran across DevMaster.net.
02/13/2014 (4:18 pm)
I'm with Stefan and Steve - I had played Tribes and Tribes 2, but in 2004 I was looking for a better game platform than Borland C++ Builder's GUI tools and WinG on DevMaster.net and saw TGE.By the way - I actually made a tolerable 2D game platform using just GUI elements and WinG. It was capable of output on par with TSR's Gold Box games and I had made it pretty easy to use. I was looking into embedding Lua and just scrounging around for game dev ideas when I ran across DevMaster.net.
#11
What keeps me here is MORE important though:
Totally awesome people who help you regardless of what you are trying to accomplish. People who are seasoned in game development and will go out of their way to point out information, code, art, etc to get your project going. Great forum moderators that keep the forums civil. Just a great group of game making gurus. Cheers GG community!!!
02/13/2014 (5:42 pm)
I mainly got interested in Torque because it was able to run on Linux. At the time I was running Linux only. Got interested in T3D again when it dropped to $100 or whatever it was. Was even more excited when it went open source with a decent license for commercial. What keeps me here is MORE important though:
Totally awesome people who help you regardless of what you are trying to accomplish. People who are seasoned in game development and will go out of their way to point out information, code, art, etc to get your project going. Great forum moderators that keep the forums civil. Just a great group of game making gurus. Cheers GG community!!!
#12
02/18/2014 (5:03 am)
I met Ben Garney through a mutual friend and he told me he used to work on Torque. At least, I think that's how I discovered this place. I originally wanted to learn how to make an RPG, but that turned out to be too complicated and the tutorials too outdated to be easily picked up, so I gave up. About a year later I decided to set my sites lower, on a gameplay-focused low-graphics semi-arcade-style game that needed physics and a 2D plane to run. After a deep search I decided that Box2D would serve the functions I wanted, and then found out that the (then-future) Torque2D MIT would have that built in. I learned how to compile and then took off from there by taking apart sandbox toys and using tutorials. Now I've got elusive prototypes and hopefully a future game in the works ;)
#13
02/18/2014 (6:37 am)
Me, my brothers, and a college buddy stumbled upon it in our search for game engines back in 04-05 (Good ole TGE)...
#14
Great spirit @Demo! :)
----
Like @Kory did I find GG in 2005. At that time Torque was the only "affordable" engine on the planet, good enough to be serious about it. After years of trying, leaving, modding other games, planning and wasting time, did I finally start to seriously work on a 3d game. I kept on comparing TGE/T3D with other engines (UDK, Cry, Unity) but always found T3D to be the best deal for an indie game developer, and still do!
02/18/2014 (8:30 pm)
@Demolishun Quote:What keeps me here is MORE important though:
Totally awesome people who help you regardless of what you are trying to accomplish. People who are seasoned in game development and will go out of their way to point out information, code, art, etc to get your project going. Great forum moderators that keep the forums civil. Just a great group of game making gurus. Cheers GG community!!!
Great spirit @Demo! :)
----
Like @Kory did I find GG in 2005. At that time Torque was the only "affordable" engine on the planet, good enough to be serious about it. After years of trying, leaving, modding other games, planning and wasting time, did I finally start to seriously work on a 3d game. I kept on comparing TGE/T3D with other engines (UDK, Cry, Unity) but always found T3D to be the best deal for an indie game developer, and still do!
#15
02/19/2014 (3:27 am)
I was using 3D GameStudio at the time, but heard Torque's terrain engine and networking were great - and for the large-scale wargame I never ended up finishing, it sounded perfect!
#16
nwvault.ign.com/View.php?view=nwn2reviews.Detail&id=17
Then, 2 years later ... I stumbled across the TGE demo and was excited about the possibility of having access to the source code. And Torque Script was so much like other C derivatives, that felt right at home.
I started with TGE and the RTS kit, got it working with 3 AI teams and such ... then moth-balled it to start a formal game design degree. (My GI Bill was about to expire, had to use it or loose it)
So was away for a year or so ... learning and building game engines from scratch using SDL and Direct X. Then coincidentally, won a free license to T3D 1.1 PRO (actual source code!) during a summer game jam contest.
And jumped right back in, to what at the time was the beta release. And used it to code my "finals" project based on an old board game from the 70s called "Outdoor Survival".
Still hope to finish up all my pet projects, but sadly (like many of us) have had to face the reality that BILLS come first! And as such, my game dev is sidelined as a hobby while I work my "day job".
02/22/2014 (9:53 pm)
I started with a strong desire to make games ... my first attempt was a big campaign for Neverwinter Nights 2 ... nwvault.ign.com/View.php?view=nwn2reviews.Detail&id=17
Then, 2 years later ... I stumbled across the TGE demo and was excited about the possibility of having access to the source code. And Torque Script was so much like other C derivatives, that felt right at home.
I started with TGE and the RTS kit, got it working with 3 AI teams and such ... then moth-balled it to start a formal game design degree. (My GI Bill was about to expire, had to use it or loose it)
So was away for a year or so ... learning and building game engines from scratch using SDL and Direct X. Then coincidentally, won a free license to T3D 1.1 PRO (actual source code!) during a summer game jam contest.
And jumped right back in, to what at the time was the beta release. And used it to code my "finals" project based on an old board game from the 70s called "Outdoor Survival".
Still hope to finish up all my pet projects, but sadly (like many of us) have had to face the reality that BILLS come first! And as such, my game dev is sidelined as a hobby while I work my "day job".
#17
02/23/2014 (1:42 am)
Looking for MIT game engines...
#18
It is now my number 1 C++ engine, Unity being the second, and 3D the third.
I have no need of Unreal, even though it is free, X-platform and used by every AAA game developer you can think of. I think Unreal is even more popular than Gamebryo nowadays.
02/23/2014 (9:49 pm)
Back in the day, circa 2000 - 2001, when only 3D Gamestudio and Unreal was available, I was looking at engines, and almost bought 3d when someone showed me how to operate Torque, then TGE.It is now my number 1 C++ engine, Unity being the second, and 3D the third.
I have no need of Unreal, even though it is free, X-platform and used by every AAA game developer you can think of. I think Unreal is even more popular than Gamebryo nowadays.
#19
Found torque thru another member of our team. Tested it, played with it, and with the great community, decided to stick around.
Been here since about the time tge 1.4 was launched.
02/24/2014 (4:36 pm)
Was looking for a new game engine to use after adobe shut down atmosphere. (that's what big corps. do. )Found torque thru another member of our team. Tested it, played with it, and with the great community, decided to stick around.
Been here since about the time tge 1.4 was launched.
#20
02/24/2014 (8:01 pm)
Marble Blast modding, took part in making multiplayer for Marble Blast Platinum (don't work on it anymore, but was for a while). Imagine having to do that with just script :S. I actually started programming with TorqueScript, and then spiraled out from there learning c++/java/php eventually buying myself a copy of T3D Pro.
Torque Owner Stefan Lundmark