Game Development Community

Torque x indy or commercial

by Mark Hanham · in Torque X Platformer Kit · 08/25/2007 (1:37 am) · 5 replies

Hi i have purchased torque game builder indi licence.
I wanted to know a couple of things.

WHAT IS SOURCE CODE.

and were do i read about torque included source code.
I know that people say that if you have the toque game builder commercial licence
it comes with source code .
Is that built in components i want to make a seriouse platform game and i have the platformer starter kit.
but i am struggling with c# code side of things trying to add new components to make guns and inventry
swords, new buttons,
I want to know is there a book of how 2 do these things in torque x.
I would defenetly buy the upgrade if i knew i could do alot more than with the indy licence.
but there is no writting on the difference on the website.
any help i would be thankful . cheers.

#1
08/25/2007 (9:49 am)
The source code between the indie and commercial licenses are EXACTLY the same. Commercial does not have any nifty features not included in the indie price-point. The only difference is in the licensing, and the major differences are in the first few points of licensing. The biggest ones are that if you are a company that makes over $250,000 a year, you have to go with commercial. If you want to remove the logo requirements or make a non-game product, then you will need a commercial license as well. The indie license of for independent game developers.

You DO NOT need an "upgrade" to commercial.

The source code is the C# source. All of the starter kits have the complete C# source code. That is what you paid for when you purchased a pro license.

There is currently not a TorqueX book. There is an XNA book that is on its way out (perhaps it is out now, I'm not sure). But I would STRONGLY recommend a good book on C# programming. If you are completely new to programming, then [u]Visual C# Step by Step[/u] is a great starting point. It won't help you make your game, but it will help you learn the language that you will be making your game in (which really does help you make your game...but not directly).
#2
08/25/2007 (11:16 am)
I have a major problem i am an artist and that is why i bought the platform starter
I think the kit is 80% BRILLANT .But i cant start making my game without tutorials on how to make weapons
i cant get it out of my head i feel so close to making my dream game but i just have no weapons.
i have read all the forums but find nothing but a lot of ametures like me lost in translation.
I would pay alot of cash just for a tutorial on how to set up a sword and a gun aswell as giving the enemys the same set up and a better ai than the drill .
Is there anyway i can buy a pre built platformer .with its set up? I completly understand the torque side of things and love it .
But find that c# side takes up most of my time placing all the script in the exact positions.
I think of idears like using the space ship tuts projectile component on the little dragon .But have no idear how to go about it .
I just know once the enemys work the way i want and the player with weapons and better ai.
this game will have such a good feel to it .And i can finally b happy again.

THANK U FOR YOUR TIME. I AM VERY GRATEFUL FOR ANY HELP CHEERS.
#3
08/25/2007 (1:13 pm)
I also think that there are a lot of non-coders that purchased the platformer kit and that would buy add-ons to this package from GG or other developers.
#4
08/27/2007 (1:21 am)
I'm not trying to be funny, but expecting to go from zero to "dream game" immediately isn't going to happen in a hurry. This is true *even* if you have experience with XNA and C#. There is only one viable route:

1. Get hold of Visual C# 2005 Express and become competent in C#/.NET (forget the game stuff for now).

2. Install XNA and figure that out, as well as the basics of game development - you'll go a long way with a good understanding of the XNA starter kits.

3. Get TorqueX and learn that - start with the tutorials and the start with progressively more difficult starter games for the experience.

4. Get the Platform kit, learn that and study the starter kit. Make a few simple platform games of your own.

After all that (and it will take more than a weekend - better part of a year at least) you should be in a position to create your dream game. Developing a game (especially a commercial one) isn't easy, even with something like Torque. That said though, being an artist does have it's advantages - I have the programming skills but my artwork really sucks. If you can work up the necessary programming skills and are a good artist you'll be in a good position to create casual games - just start small and put the "dream game" on the back burner for now.
#5
08/27/2007 (3:34 am)
Paul,

Considering the fact that you are a programmer, would you be willing to help put up a tutorial about getting some shooting functionality in the platformer kit? Lots of us want to be able to have our characters shoot the enemies rather than just having them jump on their heads.

If the programmers out there can help out the artists then the artists may be able to help out the programmers sometimes as well. Like drawing a character design or something.