Game Development Community

Scripting Tutorials

by Ryan Zec · in Torque Game Engine · 09/29/2003 (3:28 pm) · 46 replies

I have been looking in the resources but can not find any tutorials that show you how to script from scratch up (I did look but i am most likely missing it?
#21
11/25/2003 (5:57 am)
I'm not feeling ripped off... I love Torque. I've done loads with this thing with minimal script editing, but the time is coming closer that most of my time will be spent editing in it.

What I'm looking forward to are those beginner starting packs that are soon to be released. Those will be a huge help.
#22
11/25/2003 (5:53 pm)
Devon, Tourniquet is excellent! I wished I would have seen this document before making my 1st comment. This is the kind of docs I expect when I purchase software. I have 5 days off tommorow and will attempt to go through the entire thing. More docs like this is what is needed for people that are new to Torque.

For all that used 3D GameStudio at one time, I dropped it because I didn't like the cost. To me, these so called editions like "standard, Pro, Enterprise..." are nothing more than various levels of crippleware until you buy the most expensive thing.

My comments obviously offended many, but then again, I'm new to Torque, and I expect the more experienced users to set me straight if I am wrong, and be 100% honest in their assessment.
#23
11/25/2003 (6:09 pm)
Gotta agree with Fred. Their are quite a few half decent tutorials on the site but hands down the best one ive read so far is by Daniel. Well done, and an outstanding read for those of us who are new here. Some of the documentation is confusing as all hell for Torque and his tutorial is EXCELLENT for those who are artists, looking to jump into Torque and get your feet wet.
#24
11/25/2003 (10:15 pm)
Lee,
I have always felt that Torque's weakest point was its lack of documentation and I do agree, knowing how the syntax of language all fine and dandy but is totally useless unless you know what to do with it. Its fine to give and apprentice a saw and hammer and hope to hell he knows how to put together a wooden box but unless you show him how to construct the box, what the heck is he supposed to do with the tools. A good apprentice will then take his box experience and then adapt it to make lets say a chest with a hinge. Having said that I am almost 100% sure that Jeff and the crew are working to ammend this as we speak.
Tourniquet was created out of frustration more than anything.
As for a scripting tutorial, it is in the works, it may however take a few months and is a phenominal project. As I have to trudge through code to try and understand the scripting language better and at the same time try and explain it to others. I may end up having even to create a seperate mission as any dramatic changes to the Torque example will break the tutorial as it did with torque 1.2 and Torniquet referencing old examples.
I am also planning a new editor that will expose more helpful functionality and real time tutorials. Don't know if I'll be able to start this before christmas, will have to wait and see.
#25
11/26/2003 (2:32 am)
Well, I'll look forward to reading them when they're complete. I don't have as much time as I'd like to work with Torque, and spending time learning it through experimentation, while experimenting with production etc would take more time than I can spare and probably means I'm less willing to spend as long as I am able to work with it. If that makes any sense? At least if I can read through a proper manual, I would have a much more solid direction and could get things done far more quickly, thus bringing up the whole enjoyment factor.

Thats how I see it :)
#26
11/27/2003 (1:16 pm)
Hi, im new torque user and im looking for some stronger tutorials i readed Lee/Devon posts and it will be great to know theres more support for begginers and clear information for start build great games, finally i think this is why we pay for it. [so documentation is very important here].

thanks
Ivan/Mexico
#27
02/10/2004 (11:18 pm)
I hope one day we have a good documentation of script like this:

www.3impact.com/3Impact_Engine/overview.htm
#28
02/11/2004 (4:46 am)
Hello Ivan

While I think documentation is great and now that I have my computer running I will be back to trying to write so docs.
Me personally I paid to torque to recieve a commercial and highly polished engine that would have cost over a million dollars to develop for 100 dollars. Now thats how I look at it.
There is a need to help people get started and there are people working on this. They supplied the engine and we are going to supply additional docs, so dig in and get confortable and help solve the problem :).

Ben
#29
02/11/2004 (7:00 am)
We will have great docs. They are getting better all the time. Frederick, we are open to volunteers. If you would like to contribute, let me know at jefft@garagegames.com. Ben, glad to hear you got your computer fixed. I look forward to your continued ideas and contributions.

-Jeff Tunnell GG

Edit: I just looked over the tutorial you sent the link to. Torque is much bigger and more comprehensive than a simple .dll. To be fair to us, anything we try to document is much more difficult, more like trying to explain how an operating system works. But, that is not an excuse. We will do it, and it will be great. Even if we have to teach people how to program along the way, we will make this happen.
#30
02/11/2004 (10:58 pm)
Yeah That's THE way Jeff! Document-a-rama!!!
#31
02/12/2004 (1:50 am)
:D Excellent, thats what I like to hear!

Lee
#32
02/12/2004 (3:41 am)
I am so happy to hear that :D

Yes Torque is much bigger and comprehensive. That's why I choose Torque not 3impact ;)
#33
11/23/2007 (3:23 pm)
My take on this entire discussion is simple, I do believe the Torque Engine should have more tutorials, covering all aspects. But I do agree with everyone that said you get what you paid for, $100 aint bad. You just bought the license to make your own game, They didn't claim to send you books and classes. :\
#34
11/23/2007 (5:01 pm)
I'm sure they were waiting for your response ... 3 years later
#35
12/26/2007 (10:54 am)
[edit NVM]
#36
01/01/2008 (3:06 am)
At least conitec showed you how to start a NEW level/game and not just mod an already broken half finished demo.
#37
01/01/2008 (3:10 am)
At least conitec showed you how to start a NEW level/game and not just mod an already broken half finished demo.
#38
01/01/2008 (3:13 am)
At least conitec showed you how to start a NEW level/game and not just mod an already broken half finished demo.
#39
01/02/2008 (8:18 am)
Then use A7. There's absolutely nothing wrong with it. They've made some great advances with the engine and it may be more oriented towards your development style. The starter kit for TGE is just that, an example starter kit to get a basic understanding of some of the scripting devices for a FPS. It is not a demo of a full FPS. Right now it is more complex than it probably needs to be for new users. Perhaps a modular approach to TorqueScript features in the demos would be helpful. I'm not sure, but it's something that I've been thinking about. I think it would be great to have an updated one and several groups have started them, but I haven't seen a full one. There was a good CTF example, but I think the project stalled as they moved to a development team and do not know if it was released. A number of the tutorials for A5/6/7 are sadly outdated, much like a number of resources here. But it is a good engine for the most part with a strong community, albeit some of the community is often fractured--that can be said of most communities. One thing that I especially like about the tutorials for 3DGS is that they are marked by version. That's been a long-time complaint about resources here and one that is difficult to back-fix.

Fear my mad wall-of-text.
#40
02/04/2008 (5:16 pm)
I hate bumping old posts, but what's A7?