Free C# Game File
by Mark Hanham · in Torque X Platformer Kit · 08/26/2007 (3:33 pm) · 10 replies
CAN there be a way were we all work out how to make a good platform frame work like inventry system for weapons ,swords,GUNS,bombs, double jump ,time limits,triggers 4 death traps,interaction with characters,power ups, keys to open doors.or switches,
All the modern things a gamer wants .including our own tutorials posted on the starter kit forums.
Im asking if theres a way to create ontop off the starter kit together and share the major file with anyone who has the starter kit and torque x.It would be perfect.
If any one would do this with me i know there would be a higher standed of develepment out there and a super quick learning curve .If we all share the same c# game file all we have to do is delete and change the graphics and have a couple off variations of the game play with out having to learn everything our selfs. e.g goulles and ghosts ,double dragon,ninga spirit,wonderboy,shinobi,mario,sonic,bouble bubble,pitfall,zelda,
Conclusion that there is alot more components and imagination that could be add.
share the C#GAME FILE to speed up production and creativity.
CHEERS
All the modern things a gamer wants .including our own tutorials posted on the starter kit forums.
Im asking if theres a way to create ontop off the starter kit together and share the major file with anyone who has the starter kit and torque x.It would be perfect.
If any one would do this with me i know there would be a higher standed of develepment out there and a super quick learning curve .If we all share the same c# game file all we have to do is delete and change the graphics and have a couple off variations of the game play with out having to learn everything our selfs. e.g goulles and ghosts ,double dragon,ninga spirit,wonderboy,shinobi,mario,sonic,bouble bubble,pitfall,zelda,
Conclusion that there is alot more components and imagination that could be add.
share the C#GAME FILE to speed up production and creativity.
CHEERS
#2
Instead of spending months setting up every thing yourself .
its not a starter kit its more off a group sharing idear .
Then the standed of torque would be higher for people like artists who dont know much about the scripting side of things can
throw there idears at the builder not the c# side of things. Then just pump in the graphics instead of spending weeks like me trying to get a gun function to work.p.S has any one done that in the platform starter kit yet .thanks 4 your feed back .cheers
08/27/2007 (8:34 am)
Im mainly talking about other peoples set ups as a templete to start from were u would have more of a ground set up to play around with more components to work with.Instead of spending months setting up every thing yourself .
its not a starter kit its more off a group sharing idear .
Then the standed of torque would be higher for people like artists who dont know much about the scripting side of things can
throw there idears at the builder not the c# side of things. Then just pump in the graphics instead of spending weeks like me trying to get a gun function to work.p.S has any one done that in the platform starter kit yet .thanks 4 your feed back .cheers
#3
I don't think it is a bad idea to start a community project. However, it seems that all of the things that you are asking for are the same things that you have been wanting specifically for your project.
I would recommend coursing through some of the TorqueX example code and figuring out how to make the dragon shoot in the direction it is facing. Then post that as a starting point to get other people involved and show that you are investing yourself in the project. Because right now it appears that you want other people to code your game for you. If that is the case, I would suggest pairing up with a programmer and maximizing your artistry skills while they maximize their programming skills to make a platformer. If not, I think starting a group project can be a good idea.
BTW, I believe there is a double-jump resource posted on the forums. That should get at least the bit of functionality into your game.
08/27/2007 (9:15 am)
You do realize that you will have to know something to make it work specifically for your game, perhaps even completely rewriting the code or adding new functionality to make it work the way you need it. When thinking about shooters with platformers, do you mean 360 shooting ala Abuse or straight on/45d angles ala Metal Slug and Metroid?I don't think it is a bad idea to start a community project. However, it seems that all of the things that you are asking for are the same things that you have been wanting specifically for your project.
I would recommend coursing through some of the TorqueX example code and figuring out how to make the dragon shoot in the direction it is facing. Then post that as a starting point to get other people involved and show that you are investing yourself in the project. Because right now it appears that you want other people to code your game for you. If that is the case, I would suggest pairing up with a programmer and maximizing your artistry skills while they maximize their programming skills to make a platformer. If not, I think starting a group project can be a good idea.
BTW, I believe there is a double-jump resource posted on the forums. That should get at least the bit of functionality into your game.
#4
So i have a masters of fine art studyed Visual art 4 five years and make a living on paintings,
my influences would me metal slug alien homid ,gholles and ghosts.rickdANGEROUS.AND SO ON .
but i dont want 2 make a shooter more of a sword fighting treasure hunting slash shooter.
Its called Captainsavy a pirate platformer with metalslug kind of character fast pace hack and slash ,but all about collecting lots of treasure grog power ups.He would have to dig 4 treasure ,Jump fromship to ship from little row boats if he falls its shark death.up ropes and fighting on masts 4 platforms .shipwreck levels ,and so on .the visuals from walk to swordfight animations r good to go i have all the level designs done and can post an ingame of the demo i hav created in flash.I have animated in flash 4 sevenyears so the game would flow i cant do hi end scripting or programing but i rock at the rest.
i dont want 2 b a programer i just want 2 get this game out off my head .
sorry im just keen
thanks 4 the advice if you can direct me well i would b so gratfull.cheers.p.S is it hard to upload and download C#game files if u work with somone on the otherside of the world.
08/27/2007 (10:46 am)
Look i am looking 4 somone to join me on this quest Check out Alien hominid at newgrounds its a flash demo 2 guys made it.Its the only platformer 2 hit ps2 I KNOW.ITS GOT metal Slugs set up good ratings 2. u can buy it at ea .The games exactly like metal slug .I have a game similar were i pumped the graphics over another game samari jack done in flash sword gun function and so on and its hot but i cant program somones small game even though ive proved my game works well .The characters on the screen were limited .So here i am trying torque x and it looks perfect to create a killer game.So i have a masters of fine art studyed Visual art 4 five years and make a living on paintings,
my influences would me metal slug alien homid ,gholles and ghosts.rickdANGEROUS.AND SO ON .
but i dont want 2 make a shooter more of a sword fighting treasure hunting slash shooter.
Its called Captainsavy a pirate platformer with metalslug kind of character fast pace hack and slash ,but all about collecting lots of treasure grog power ups.He would have to dig 4 treasure ,Jump fromship to ship from little row boats if he falls its shark death.up ropes and fighting on masts 4 platforms .shipwreck levels ,and so on .the visuals from walk to swordfight animations r good to go i have all the level designs done and can post an ingame of the demo i hav created in flash.I have animated in flash 4 sevenyears so the game would flow i cant do hi end scripting or programing but i rock at the rest.
i dont want 2 b a programer i just want 2 get this game out off my head .
sorry im just keen
thanks 4 the advice if you can direct me well i would b so gratfull.cheers.p.S is it hard to upload and download C#game files if u work with somone on the otherside of the world.
#5
Alien Hominid is a great game, and Behemoth did a good job of putting together a fun Metal Slug-inspired shooter, in Flash no less! Abuse is another fun shooter, as are the Contras. Your game sounds somewhat similar to the Strider and Symphony-esque Castlevania games which allowed swords and axes as well as the traditional whips. Project Gordon is another fun one that is available through Steam. It was a HL2 fan game made in Flash. Fun stuff!
I really think that teaming with another TorqueX and Platformer kit licensee would be the best option. Also, pimp your art a bit. Create low-res, watermarked examples and post them for people to see how serious you are and that you are bringing something to the table.With your experience, you sounds like you have a lot going.
08/27/2007 (3:05 pm)
Okay, first off, it's hard to read what you're writing since there is very little punctuation and walls of text. Space things out a bit to make your points more clear. It was a bit difficult to get through that last post and I was a mod at GameFAQs for six years. If you take the time to clear up your points, more people will take the time to read your posts and help you out.Alien Hominid is a great game, and Behemoth did a good job of putting together a fun Metal Slug-inspired shooter, in Flash no less! Abuse is another fun shooter, as are the Contras. Your game sounds somewhat similar to the Strider and Symphony-esque Castlevania games which allowed swords and axes as well as the traditional whips. Project Gordon is another fun one that is available through Steam. It was a HL2 fan game made in Flash. Fun stuff!
I really think that teaming with another TorqueX and Platformer kit licensee would be the best option. Also, pimp your art a bit. Create low-res, watermarked examples and post them for people to see how serious you are and that you are bringing something to the table.With your experience, you sounds like you have a lot going.
#6
To be really clear this is what I personaliy want.
1. A tutorial that clearly explains, step by step how to get a character shooting the ememies in the MEGA MAN style.
The platformer starter kit page says that it has this functionality, so how do we use it.
2. A tutorial of how to implement cut scenes into the game. So if you have a movie file that you want to play at a certain moment, give us a step by step explanation of how to do it.
3. A tutorial that clearing explains the entire process of adding boss encounters.
A sample boss that follows a pattern would be good along with, how to insert the code to make it work.
I know that it is important to learn c# but when XNA was first announced many people talked about how it would help people who are not that good with code.
So us artists need templates for these things to make our lives easier.
I personally am very serious about making my game. I plan on submitting an example of the game that I am making very soon but if anyoe is interested in my art they can see some examples here.
http://ienderi.deviantart.com/gallery/
and some video stuff here
http://www.youtube.com/watch?v=ARWKBncxTAY
08/28/2007 (12:37 am)
I think that the things that Mark are looking for are things that most people in the community do want. To be really clear this is what I personaliy want.
1. A tutorial that clearly explains, step by step how to get a character shooting the ememies in the MEGA MAN style.
The platformer starter kit page says that it has this functionality, so how do we use it.
2. A tutorial of how to implement cut scenes into the game. So if you have a movie file that you want to play at a certain moment, give us a step by step explanation of how to do it.
3. A tutorial that clearing explains the entire process of adding boss encounters.
A sample boss that follows a pattern would be good along with, how to insert the code to make it work.
I know that it is important to learn c# but when XNA was first announced many people talked about how it would help people who are not that good with code.
So us artists need templates for these things to make our lives easier.
I personally am very serious about making my game. I plan on submitting an example of the game that I am making very soon but if anyoe is interested in my art they can see some examples here.
http://ienderi.deviantart.com/gallery/
and some video stuff here
http://www.youtube.com/watch?v=ARWKBncxTAY
#7
2. I do not believe XNA has video support yet, at least not in a cross-platform fashion. Some PC projects have been using other .Net video solutions but they are not direct XNA solutions. To include video (or networking for that matter) requires C# programming prowess.
3. Take the drills as an example and extend them. This is what your programmer would do, in fact, it is *exactly* what you would do with the boss code that you are exemplifying.
XNA is a great solution for people new to coding, as is C#. They are easy to get into and use. And XNA advertises that fact. It, however, does not mean that you will not have to do any work or learn even the basics of programming. They are upfront about that as well, if you actually look at the documentation instead of reading a banner.
I like your art style. Especially the Silly Happy Mad stuff!
08/28/2007 (6:43 am)
1. It does not say that it has "shooter" functionality. It says that it is a starting point for platformer games and gives Megaman as an example. That doesn't mean that it includes all of the features in Megaman or any of the other games listed. It has the major platforming features. Game specific types of attacks are just that: game specific. It doesn't mean that it wouldn't be nice to include down the road or as a community project, but it doesn't mean that it has to be in there. It can be added.2. I do not believe XNA has video support yet, at least not in a cross-platform fashion. Some PC projects have been using other .Net video solutions but they are not direct XNA solutions. To include video (or networking for that matter) requires C# programming prowess.
3. Take the drills as an example and extend them. This is what your programmer would do, in fact, it is *exactly* what you would do with the boss code that you are exemplifying.
XNA is a great solution for people new to coding, as is C#. They are easy to get into and use. And XNA advertises that fact. It, however, does not mean that you will not have to do any work or learn even the basics of programming. They are upfront about that as well, if you actually look at the documentation instead of reading a banner.
I like your art style. Especially the Silly Happy Mad stuff!
#8
it has alot of documentation on how to though .I dont think u can make angled long tiles an edit the collisions aswell. It reffers 2 the shooter tutorial aswell .
I would pay $300 extra for a gun and sword component
08/28/2007 (7:07 am)
Im looking at the game builder tutorials and its got code 4 ai enemys cant find anything on sword or bullet functions .it has alot of documentation on how to though .I dont think u can make angled long tiles an edit the collisions aswell. It reffers 2 the shooter tutorial aswell .
I would pay $300 extra for a gun and sword component
#9
Perhaps someone will take you up on your bounty.
08/28/2007 (8:00 am)
If you open Express, you will see a couple of projects. TankBuster, Space Shooter, and Space War should help you figure out shooting and collision detection with shots. Make sure to read the documentation with Space Shooter, too. Its style is a 360-degree shooter ala Mutant Storm and Geometry Wars, but that's okay. Abuse did it.Perhaps someone will take you up on your bounty.
#10
08/28/2007 (8:52 am)
Hey Mark, I'm a programmer. Maybe we can work something out. I can make you the code you need. E-mail me. kzoink (at) hotmail (dot) com
Associate David Montgomery-Blake
David MontgomeryBlake