Beginner needs help to begin, please.
by Tauno M · in General Discussion · 02/06/2009 (5:40 am) · 18 replies
Hello everyone!
I'm new on game making... on programming too. Actually i have tried lots of different languages but nothing very deeply (except mIRC programming, in that, im master :)).
I have natural skill for everything about computers, so i would learn new things quickly. I also have a lot of game ideas, new stuff, something that i have never seen in games. Most importantly, i have time, a lot of time to learn and create game. I have always learned everything on the go, so to speak, so the best way for me to learn game making is to start to make one.
What i dont have is beginning. I tried those few tutorials but i got confused and dont know where to start.
I wanna make a rpg game, with spells as primary attack action, models and other stuff like that i can have (buy or make). But where do i start? Spell system? How to make one? How i add it to game project? How do i add scripts?
Also, is there a big difference in TGE and TGEA? I think ill do a demo game and if it goes well then i would buy it and make retail version of the game.
Please, if everyone has been in same place as i am, how did you get started?
Best wishes to all,
DolphinDream
I'm new on game making... on programming too. Actually i have tried lots of different languages but nothing very deeply (except mIRC programming, in that, im master :)).
I have natural skill for everything about computers, so i would learn new things quickly. I also have a lot of game ideas, new stuff, something that i have never seen in games. Most importantly, i have time, a lot of time to learn and create game. I have always learned everything on the go, so to speak, so the best way for me to learn game making is to start to make one.
What i dont have is beginning. I tried those few tutorials but i got confused and dont know where to start.
I wanna make a rpg game, with spells as primary attack action, models and other stuff like that i can have (buy or make). But where do i start? Spell system? How to make one? How i add it to game project? How do i add scripts?
Also, is there a big difference in TGE and TGEA? I think ill do a demo game and if it goes well then i would buy it and make retail version of the game.
Please, if everyone has been in same place as i am, how did you get started?
Best wishes to all,
DolphinDream
#2
I have no interest in making 2D games... and i know its difficult to start with a bigger project but i think i can do it, have used same strategy with other projects :) Im quick learner when it comes to computers. I just need to get a start...
I have searched the google for other game engines too but TGEA seemed the best for RPG's, so, why to start learn other engines when i probably have to learn TGEA eventually.
Isnt there a step by step tutorial to make some game with TGE?
Or what is the first thing i need to learn?
02/06/2009 (11:56 am)
Thank you for your reply.I have no interest in making 2D games... and i know its difficult to start with a bigger project but i think i can do it, have used same strategy with other projects :) Im quick learner when it comes to computers. I just need to get a start...
I have searched the google for other game engines too but TGEA seemed the best for RPG's, so, why to start learn other engines when i probably have to learn TGEA eventually.
Isnt there a step by step tutorial to make some game with TGE?
Or what is the first thing i need to learn?
#3
I would suggest starting small though. Learn to use the in-game GUI and Mission editors first thing. "Mod" the starter.fps game so you learn how a basic game in Torque is set up. There are no hand-holding tutorials for making a game with Torque (with the exception of TGB), but starting small and keeping it simple doesn't mean you can't start with big ideas.
What you need to do is to make an outline of what all you want your game to be able to do, your feature list so to say, all of the details about your gameplay. Once you have this "list", then begin combing through the existing resources here on GarageGames and integrating those that seem to meet your requirements. Keep it simple and start with the script only resources, let that be your foundation before learning to program in C++ and using the source code resources.
Let each point in your list be a different learning experience in the overall creation of your game. Make a prototype "game" for each feature as you learn to implement it. Past a certain point you'll begin "understanding" how all of these "little" things go together.
Now, as for differences between TGE and TGEa. There is more than just the addition of shaders between the two, but that's really a whole other discussion that a little bit of browsing on here will reveal to you. Just don't let the "advanced" in the name scare you off. TGEa is huge improvement in my opinion so far as technology and performance goes, but some people still say that TGE is more stable and easier to use.
Keep an eye out for other code packs also. There are several RPG-ish starter kits currently in development, but you will find that there are a lot of resources that can be combined to make just about any game you can think of.
02/06/2009 (1:43 pm)
Don't be afraid to start with TGE or TGEa at all. There is a learning curve, but if you want to learn and continue to have the desire to make your game then you will. A defeatist attitude never gets anywhere, but it sounds like you have the perseverance to stick with it.I would suggest starting small though. Learn to use the in-game GUI and Mission editors first thing. "Mod" the starter.fps game so you learn how a basic game in Torque is set up. There are no hand-holding tutorials for making a game with Torque (with the exception of TGB), but starting small and keeping it simple doesn't mean you can't start with big ideas.
What you need to do is to make an outline of what all you want your game to be able to do, your feature list so to say, all of the details about your gameplay. Once you have this "list", then begin combing through the existing resources here on GarageGames and integrating those that seem to meet your requirements. Keep it simple and start with the script only resources, let that be your foundation before learning to program in C++ and using the source code resources.
Let each point in your list be a different learning experience in the overall creation of your game. Make a prototype "game" for each feature as you learn to implement it. Past a certain point you'll begin "understanding" how all of these "little" things go together.
Now, as for differences between TGE and TGEa. There is more than just the addition of shaders between the two, but that's really a whole other discussion that a little bit of browsing on here will reveal to you. Just don't let the "advanced" in the name scare you off. TGEa is huge improvement in my opinion so far as technology and performance goes, but some people still say that TGE is more stable and easier to use.
Quote:I wanna make a rpg game, with spells as primary attack actionI would suggest taking a serious look at Arcane-FX: AFX for TGE, and AFX for TGEa. That would make an excellent platform in which to implement your RPG aspects on top of, in fact many people are doing just that.
Keep an eye out for other code packs also. There are several RPG-ish starter kits currently in development, but you will find that there are a lot of resources that can be combined to make just about any game you can think of.
#4
There are several other engines that could help you get a better understanding of 3d. You have, in my opinion, 3 main learning curves:
1. Learning 3D concepts
2. Learning a SPECIFIC engine (can be easy, but depends on the engine)
3. Learning how to get art into that engine
TGE or TGEA includes a steep learning curve for two and three.
Have you looked at www.devmaster.net/engines/ ?
There are tons of engines there filtered by programming language, operating system, etc. Don't go with any of the lesser known engines. The good ones rise to the top. Some of the comments on that website are old, so read everything with that in mind. Torque is a top, TOP notch engine, and you can also see other engines on there that have similarly high ratings like Torque. Torque's "peer group" so to speak.
02/06/2009 (2:16 pm)
I would not suggest TGE or TGEA if you are a beginner. There are several other engines that could help you get a better understanding of 3d. You have, in my opinion, 3 main learning curves:
1. Learning 3D concepts
2. Learning a SPECIFIC engine (can be easy, but depends on the engine)
3. Learning how to get art into that engine
TGE or TGEA includes a steep learning curve for two and three.
Have you looked at www.devmaster.net/engines/ ?
There are tons of engines there filtered by programming language, operating system, etc. Don't go with any of the lesser known engines. The good ones rise to the top. Some of the comments on that website are old, so read everything with that in mind. Torque is a top, TOP notch engine, and you can also see other engines on there that have similarly high ratings like Torque. Torque's "peer group" so to speak.
#5
I have a question, all of you say that you dont recommend TGEA for beginners but none of you explained why?
I have already tried mission editor and gui editor, i even made big spaceship (with torque constructor - as building) and imported it to the game. I dont understand all of it yet but ill learn :)
One thing is most confusing to me. How do i change gameplay? I mean... i got this small spell system from resources section (i think) but how do i integrate it? The filename was 8621.spells.rar and it included Spell.cc, Spell.h, spells.cs and a folder including some spells.
02/07/2009 (12:09 am)
Thank you for taking time to answer.I have a question, all of you say that you dont recommend TGEA for beginners but none of you explained why?
I have already tried mission editor and gui editor, i even made big spaceship (with torque constructor - as building) and imported it to the game. I dont understand all of it yet but ill learn :)
One thing is most confusing to me. How do i change gameplay? I mean... i got this small spell system from resources section (i think) but how do i integrate it? The filename was 8621.spells.rar and it included Spell.cc, Spell.h, spells.cs and a folder including some spells.
#6
Personally, I see absolutely nothing wrong with starting with TGEa. Just know that there is a learning curve.
In some cases a 2d game can actually be more difficult than one in 3d, so I've never understood the whole "start with 2d in TGB and then move up to 3d" recommendations. I dove straight into TGE (none of that TGB Behaviors hand-holding for me!) and then 6 months later upgraded to TGEa, and I already have a product (code + art content pack) in the GarageGames store. My only regret is not initially starting with TGEa.
So don't let the naysayers hold you back! You sound confident of your own ability to learn so go for it.
That spell resource requires source code changes (the H & CC files) and a re-compiled executable, and unless you're a Torque Owner then you can't make those changes. Here is a Very simple "spell casting" done in script. Alternatively you could simply replace a weapon with a dummy (invisible) object and make it use energy instead of ammo.
02/07/2009 (12:50 am)
Quote: all of you say that you dont recommend TGEA for beginners but none of you explained why?
Quote:Don't be afraid to start with TGE or TGEa at all.That's what I said ;)
Personally, I see absolutely nothing wrong with starting with TGEa. Just know that there is a learning curve.
In some cases a 2d game can actually be more difficult than one in 3d, so I've never understood the whole "start with 2d in TGB and then move up to 3d" recommendations. I dove straight into TGE (none of that TGB Behaviors hand-holding for me!) and then 6 months later upgraded to TGEa, and I already have a product (code + art content pack) in the GarageGames store. My only regret is not initially starting with TGEa.
So don't let the naysayers hold you back! You sound confident of your own ability to learn so go for it.
That spell resource requires source code changes (the H & CC files) and a re-compiled executable, and unless you're a Torque Owner then you can't make those changes. Here is a Very simple "spell casting" done in script. Alternatively you could simply replace a weapon with a dummy (invisible) object and make it use energy instead of ammo.
#7
So you recommend to buy TGEA?
I was thinking to do a demo of this game i want to make and if there is enough people to buy it (enough to pay for TGEA) then i would order TGEA full version and make the full version of the game. Indie license probably...
Btw, if there is somebody who would be okay to answer to some of my questions then maybe we could chat in MSN or something like that.
02/07/2009 (4:01 am)
Quote:My only regret is not initially starting with TGEa.
So you recommend to buy TGEA?
I was thinking to do a demo of this game i want to make and if there is enough people to buy it (enough to pay for TGEA) then i would order TGEA full version and make the full version of the game. Indie license probably...
Quote:Here is a Very simple "spell casting" done in script.Where do i add this script for it to affect the gameplay?
Btw, if there is somebody who would be okay to answer to some of my questions then maybe we could chat in MSN or something like that.
#8
02/07/2009 (4:15 am)
hmm lol you can sell anything unless you own the engine so you can sell a demo to pay for tgea you have to buy the engine be for you can sell. you can make a game though but once its to the point to where you want to sell it you must buy the engine first be for selling anything.
#9
Im aware of that, my intention was that i will do the demo of the game with TGEA demo and when everything goes well and game turns out good then i will buy TGEA and make full game :)
02/07/2009 (5:16 am)
Quote:hmm lol you can sell anything unless you own the engine so you can sell a demo to pay for tgea you have to buy the engine be for you can sell. you can make a game though but once its to the point to where you want to sell it you must buy the engine first be for selling anything.
Im aware of that, my intention was that i will do the demo of the game with TGEA demo and when everything goes well and game turns out good then i will buy TGEA and make full game :)
#10
BUT if you do start with TGE, I TOTALLY TOTALLY agree with Michael Hall's statement : "I've never understood the whole "start with 2d in TGB and then move up to 3d" recommendations"
I have always felt that way. The "start in 2D" first argument is popular with many programmers. But I agree: there's nothing inherently "harder" about 3D vs. 2D. It is a little harder to get art in the engine with 3D, but 3D has a ton of other built in features in Torque that make 3D a lot easier than 2D in many ways.
If you want to do 3D, definitely start with 3D.
If you want to chat via yahoo or gmail, or whatever, respond and I'll give you my info.
The learning curve we are referring to is just simply due to the fact that Torque was not originally built as an open source engine....it was an in house tool made for a few developers. It was not originally designed for use by the general public. For this reason, certain things are not as "intuitive" as they are in other engines that were built for public use from the beginning.
02/07/2009 (7:58 am)
First of all, I am one of the naysayers, but from what you've said so far, it seems like you are on the right track. BUT if you do start with TGE, I TOTALLY TOTALLY agree with Michael Hall's statement : "I've never understood the whole "start with 2d in TGB and then move up to 3d" recommendations"
I have always felt that way. The "start in 2D" first argument is popular with many programmers. But I agree: there's nothing inherently "harder" about 3D vs. 2D. It is a little harder to get art in the engine with 3D, but 3D has a ton of other built in features in Torque that make 3D a lot easier than 2D in many ways.
If you want to do 3D, definitely start with 3D.
If you want to chat via yahoo or gmail, or whatever, respond and I'll give you my info.
The learning curve we are referring to is just simply due to the fact that Torque was not originally built as an open source engine....it was an in house tool made for a few developers. It was not originally designed for use by the general public. For this reason, certain things are not as "intuitive" as they are in other engines that were built for public use from the beginning.
#11
I have a MSN account but i can register and download messenger of your choice. My email is dolphindream@planet.ee
All help is very much appreciated! And if anyone wants to participate in making this game, that would be super too :)
02/07/2009 (8:32 am)
Quote:If you want to chat via yahoo or gmail, or whatever, respond and I'll give you my info.
I have a MSN account but i can register and download messenger of your choice. My email is dolphindream@planet.ee
All help is very much appreciated! And if anyone wants to participate in making this game, that would be super too :)
#12
02/07/2009 (10:02 am)
I just added you on MSN
#13
Learning 2D first was just for the sake of complexity. It was easier to learn basic 2D coordinate (X and Y), before I learned 3D spatial programming and quaternions.
Now, some developers have a natural affinity for 3D game development and that's fine. Since you are new, you should just download the demos for each engine and work on game prototypes. TGB has a 30 day trial, but you can download TGE or TGEA and use their demos for as long as you need to get a feel for them. You will only be working with the editors and TorqueScript, but that is a great way to learn Torque.
If you find you are enjoying 3D development with one of our engines, or you find yourself needing source code, then you can make the plunge into purchasing the engine to start working in the source C++.
Don't be afraid to post more specific questions or jump into the GG IRC chat to get more help. A few GG employees lurk in there during the week days.
02/07/2009 (11:14 am)
@Tauno M - Hey there. I'm not going to push you one way or another with 2D or 3D. The reason it is being suggested is because a lot of us started in 2D programming. I can't speak for the other posters, but started with basic C++ programming that was not entirely directed a game development. I was in a game development school, but they started off teaching the basic of programming first. I went from Win32 console programs, to 2D ASCII, to MFC, to simple DirectX sprites, to OpenGL 3D, to using a game engine.Learning 2D first was just for the sake of complexity. It was easier to learn basic 2D coordinate (X and Y), before I learned 3D spatial programming and quaternions.
Now, some developers have a natural affinity for 3D game development and that's fine. Since you are new, you should just download the demos for each engine and work on game prototypes. TGB has a 30 day trial, but you can download TGE or TGEA and use their demos for as long as you need to get a feel for them. You will only be working with the editors and TorqueScript, but that is a great way to learn Torque.
If you find you are enjoying 3D development with one of our engines, or you find yourself needing source code, then you can make the plunge into purchasing the engine to start working in the source C++.
Don't be afraid to post more specific questions or jump into the GG IRC chat to get more help. A few GG employees lurk in there during the week days.
#14
02/22/2009 (3:51 am)
A question, my rpg game is going to be fprpg, like first person shooter, only with magic (like TES:Oblivion or something). Would it be better to start with some sort of fps starter pack?
#15
02/22/2009 (6:36 am)
I'm making an RPG right now. However, I can tell you my first game was not nearly as complex as a RPG. Even right now in the process of the development of my game, I still have some trouble. I would recommend you start off with something smaller. This way you can get the hang of the engine, c++, and TorqueScript. But, if you think you really can do, go for it :)
#16
Once you are familiar with base Torque Tech, I would recommend Arcane FX (AFX). If I wanted to make a FPS with magic and RPG elements, that pack would be critical to the project's success.
02/22/2009 (8:22 am)
@Tauno M - A project with a small scope, as suggested here, would make it easier for you to learn the engine of your choice. A small project does not have to be one you wish to distribute, but taking a concept to completion (or at least a demo) will give you a strong sense of what it takes to make a Torque based game.Once you are familiar with base Torque Tech, I would recommend Arcane FX (AFX). If I wanted to make a FPS with magic and RPG elements, that pack would be critical to the project's success.
#17
The hard part about Torque is that yes, there is a fairly steep learning curve, and by steep, I mean at times things that will feel like vast gaping holes surrounded by mountains ;) . The great thing about Torque is all the people who offer help, all the resources available to help people along, and the network of developers who produce things like the Arcane FX pack that can be purchased at low cost.
If you are determined to press on with your goal, I would recommend getting TGEA and not starting at TGB (though TGB by all accounts is fairly brilliant). Jump in with both feet, and start learning by implementing some of the vast amount of resources on this site to help you see how things work/interact.
Good luck!
02/22/2009 (8:57 am)
Making something of that scale could be overwhelming to someone who already knows coding, modeling and everything else required. I do not say this to persuade you away from making your fprpg styled game but to make sure you are aware of how difficult it will be. The hard part about Torque is that yes, there is a fairly steep learning curve, and by steep, I mean at times things that will feel like vast gaping holes surrounded by mountains ;) . The great thing about Torque is all the people who offer help, all the resources available to help people along, and the network of developers who produce things like the Arcane FX pack that can be purchased at low cost.
If you are determined to press on with your goal, I would recommend getting TGEA and not starting at TGB (though TGB by all accounts is fairly brilliant). Jump in with both feet, and start learning by implementing some of the vast amount of resources on this site to help you see how things work/interact.
Good luck!
#18
03/04/2009 (12:32 pm)
No matter what the size of the game is or the idea, I'd say, as with most programming, build in peices and component test. It's easier to build a piece and then test that piece before moving on than it is to build the entire mammoth project and then either fizzle before it's completed or finish it and test it to find it doesn't work. Bottom line...you can learn along the way (sounds alot like life). Good luck!
Torque Owner Jermaine Morgan
Also you should not try to make a rpg as your first game, start small.
Finally if you really want to use a torque product I would recommend Torque Game Builder (its 2d), from what I have read since i been on these forums, its a good place to begin. I dont use TGB but thats what I have read.