Building Game in New Folder
by James Cassidy · in Torque Game Engine · 08/08/2009 (7:08 pm) · 6 replies
I am in a class and I have learned a lot about the Torque Engine through the book 3D game programming all in one. The only thing is it does not have a clear cut explanation of how he added his maps to the games he built and how he set up a demo independant game.
Correct me if I am wrong but to start your own game you would create a folder and inside place the tge.exe in it, the glu2d3d.dll, the OpenAL32.dll and the scripting files?
I would apreciate any straight forward info on this topic.
Thanks
James
Correct me if I am wrong but to start your own game you would create a folder and inside place the tge.exe in it, the glu2d3d.dll, the OpenAL32.dll and the scripting files?
I would apreciate any straight forward info on this topic.
Thanks
James
#2
torque.exe glu2d3d.dll OpenAL32.dll opengl2d3d.dll
You may also want these too:
unicows.dll wrap_oal.dll
Necessary directories are:
common creator can be removed if you don't want to ship/use the editors yourGameScriptsandData
08/08/2009 (11:35 pm)
You may also want these too:
Necessary directories are:
#3
So Michael, After including the needed files I create and build a mission through the demo program, transfer the files over and then write the scripts to make it run? Or is that what the creatopr is for?
James
08/09/2009 (12:57 pm)
Thanks erick and Michael,So Michael, After including the needed files I create and build a mission through the demo program, transfer the files over and then write the scripts to make it run? Or is that what the creatopr is for?
James
#4
On the tutorials at:
http://www.garagegames.com/community/resources/view/12721
I am unable to download the files it asks you to download.
James
08/09/2009 (1:15 pm)
Hey Erick,On the tutorials at:
http://www.garagegames.com/community/resources/view/12721
I am unable to download the files it asks you to download.
James
#5
If you're learning you would probably want to use a starter kit example as a template to get started, the Editor does not give you any means of writing or modifying scripts. You build your mission inside of this new project (in the editor)... and you would then modify the scripts to enhance or obtain the functionality you need for your game. If you use a unique name for you project's folder (instead of starter.fps, for example) you would have to make sure that certain of the scripts also reflect this different name in some of the filepaths for used assets (most notable being particles and sgExample.cs).
Once you understand more about Torque in general and are more comfortable about scripting you could use your own setup/structure for your game. You could even do away with the common scripts at such a time, but until then they do provide a useful bare minimum of code that is practically necessary for all Torque games.
08/09/2009 (3:34 pm)
Quote:Essentially, yes.
After including the needed files I create and build a mission through the demo program, transfer the files over and then write the scripts to make it run?
If you're learning you would probably want to use a starter kit example as a template to get started, the Editor does not give you any means of writing or modifying scripts. You build your mission inside of this new project (in the editor)... and you would then modify the scripts to enhance or obtain the functionality you need for your game. If you use a unique name for you project's folder (instead of starter.fps, for example) you would have to make sure that certain of the scripts also reflect this different name in some of the filepaths for used assets (most notable being particles and sgExample.cs).
Once you understand more about Torque in general and are more comfortable about scripting you could use your own setup/structure for your game. You could even do away with the common scripts at such a time, but until then they do provide a useful bare minimum of code that is practically necessary for all Torque games.
Torque 3D Owner ERICK MIRANDA M
http://www.garagegames.com/community/resources/view/12721