got a question is this basically the torque x 2d engine right? And this is a option you can use for building XNA community games right? Now this engine like can you largely get by without programming from that way it looks?
This requires you to program in C# using XNA game studio. What you see here is the Torque Builder application that comes with Torque X 2D. It helps but unlike the Torque Game Builder engine, you cannot script or rely as much on the visual Torque Builder to make a game.
But still I recommend checking out this engine. An invaluable resource is the book by John Kanalakis called The Complete Guide to Torque X for XNA.
He claimed it was fact, I countered that it was in fact his opinion. At no point did I say his opinion was not important.
The opinions of the community are very important, which is why there are now three moderators for the forums (instead of just one), multiple feedback threads, IRC discussion, and so on.
Well I'm not sure of this is 100% accurate.A moderator responded to my post asking about the upcoming release of TorqueX 3.0 and whether I'd have to pay to upgrade if I bought 2.0 now... I was pleasantly surprised to hear no. They also just released The Complete Guide to Torque X. My copy will be here soon, I'm hoping it will speed things along with my groups project :) My group's programmers seem happy with the engine for the most part.
How long did it take you to be able to learn how to do that, and did you need to program anything in advance, or can you just put down the platforms and the guy and he is already built to move? Also, can you make everything in torque and if you want upload it to your xbox since it is running with xna, is it easy to do, or is this all more complicated than i think? Thank you in advance for your help.
The reply was a month after, not five months. You did imply that "to anyone who is thinking about getting a torque product" rather than implying that anyone just wanting to make a mod, some do plan on releasing it without the six digit costs worth of an engine to publish a game.
My response was not pissed off, just neutral and factual. I have been involved with Torque for nearly 5 years. I used it for my student project, and my own Indie pursuits.
If you go to GarageGames and click on "Documentation", you'll see your previous comment was misguided.
As EinSpear stated, you targeted your criticism at a commercial product meant to aid developers in creating a game for publishing. Unreal is amazing, but not Indie friendly.
This comment has received too many negative votesshow
To anyone who is thinking about getting a Torque product: skip it, get Unreal 3, and use their free mod maker. I'm in UOIT's Game Development progam, and let me say, this is the shittiest engine I've ever worked on. The latest tutorial is from 2003 I believe.
Actually, new tutorials were written in early 2007, late 2007, and as recent as this month. Not to mention, new documentation has just been provided for TGEA, and more is on the way for the other engines.
You *might* be able to make something with Unreal's tools, but you will not have source code access and you will not be able to publish your games.
If you are using GM you probably know v.6x are not working on Vista, v. 7 licence is crashing and you will have to spent weeks or more for reactivation. And after few minutes it can crash again and you will have to wait again... stupid yoyogames
Hi. great video. I already have both XNA and TorqueX. but I still need an engine to script my game with (as shown on your video). I have Torque Game Builder but it doesn't seem to be the right engine because I'm trying to import and/or create a with the TGB to XNA but still not working. any idea?
When people aren't planning to actually release a game with it in the first place, there is no reason that they should have to spend money on it. This engine is released at a monetary cost so that they can accrue some of the monetary gain others get out of it, not so that they can sell it to kids who want to learn a little something about making a game.
Stealing is stealing. It's their engine and they don't have to give it away if they don't want to. If a kid wants to learn how to make a game, there's a lot of free software they can go download legally.
im trying to think of a way you could be more full of shit.. maybe if you threw a religious justification in there too. maybe then you'd be more full of shit. burn your next few paychecks and tell yourself people deserved your hard work for free cause theyre not really going to use it for anything more than their own amusement, and then open your cumlips. otherwise, shut your fucking mouth.
Wow. Testy. It's a development tool. If people are just using it to fuck around, then there is no reason they should have to pay the same as people making money off of it.
Really there is no loss to Garage Games in that. All it gives them is exposure in case that person ever decides they do want to do something with the engine. If you want to begrudge people for wanting to see if they can actually use something before committing to it, then you can fuck off to be quite honest.
And just to verify, I have in fact purchased a number of GarageGames products including TGE. It's simply a matter of what is obvious to me. If the engine is made for people to make and sell games, and they never do either, it isn't any kind of immoral thing for them to not have paid for the engine.
I really see some major workflow issues with this. Looks to me like the bounding colision boxes for the images and game elements should be defined before you place them. Then if you want to do a custom bounding box, you do it manually. Lot of time wasted on doing the same thing over and over.
The boxes you see being manipulated around the platforms at the beginning are collision objects with platform logic attached to them. They are used as overlays only for the tile layers, which are composed of sets of tiles that can be combined or aligned in countless ways. It's true you could have a default shape per-tile, but that would be criminally inefficient.
Those tile layer/collision shape combinations can easily be made into templates that can be duplicated over and over instantly.
An Indie license for Torque X is free, and the toolset is also free with a Microsoft XNA Creator's Club membership (which you need to deploy XNA content to your XBox 360). :)
Yea, the behavior of the objects in the scene is dictated by the components that are added to them. The starter kit comes with all the components you saw used in this video (and plenty more) with full source, so you can change them or add onto them if you like.
Why won't this video play???
Christobanistan 10 months ago
@Christobanistan because you touch yourself at nights
TheDrsalvation 9 months ago
@Christobanistan ROFL
Christobanistan 9 months ago
it's too bad u have to pay almost $200 for the good version... :(
xxVIDSxxCREATORxx 2 years ago
got a question is this basically the torque x 2d engine right? And this is a option you can use for building XNA community games right? Now this engine like can you largely get by without programming from that way it looks?
amacfantaasy 2 years ago
This requires you to program in C# using XNA game studio. What you see here is the Torque Builder application that comes with Torque X 2D. It helps but unlike the Torque Game Builder engine, you cannot script or rely as much on the visual Torque Builder to make a game.
But still I recommend checking out this engine. An invaluable resource is the book by John Kanalakis called The Complete Guide to Torque X for XNA.
RandysPortfolio 2 years ago
He claimed it was fact, I countered that it was in fact his opinion. At no point did I say his opinion was not important.
The opinions of the community are very important, which is why there are now three moderators for the forums (instead of just one), multiple feedback threads, IRC discussion, and so on.
Peffe01 3 years ago
were can i get it?
pivotisme 3 years ago
You can get the base engine (Torque X) and the kit you see in this video (Torque X Starter Kit) at the GarageGames website.
There is also a version available for the more popular Torque Game Builder, which is what I use.
Peffe01 3 years ago
Knytt stories?
batabii 3 years ago
from wikipedia TorqueX
Customer support and documentation are nearly non-existent. Forum questions frequently go largely unanswered
GG is not friendly,just the pure truth!
jrfps 3 years ago
No, pure OPINION. TorqueX just got ANOTHER round of documentation updates in December, and will be receiving more throughout this year.
We've also stepped up the amount of replies we post to TX questions, including direct answers from the lead TX dev.
Peffe01 3 years ago
Well I'm not sure of this is 100% accurate.A moderator responded to my post asking about the upcoming release of TorqueX 3.0 and whether I'd have to pay to upgrade if I bought 2.0 now... I was pleasantly surprised to hear no. They also just released The Complete Guide to Torque X. My copy will be here soon, I'm hoping it will speed things along with my groups project :) My group's programmers seem happy with the engine for the most part.
RunandGunPictures 2 years ago
If you get access to the private forums things go a lot smoother.
RunandGunPictures 2 years ago
How long did it take you to be able to learn how to do that, and did you need to program anything in advance, or can you just put down the platforms and the guy and he is already built to move? Also, can you make everything in torque and if you want upload it to your xbox since it is running with xna, is it easy to do, or is this all more complicated than i think? Thank you in advance for your help.
RedNBlueAllOver7606 3 years ago
Yeah. i think this is great ..
semih007 3 years ago
Wow!! Amazing, if only I had this when I was learning to program! Id have never bothered..
68060 3 years ago
Alright, I wasn't going to say anything but why are you fucking idiots responding to a 5 month old comment?
And what's with the pissed off remarks? Do you guys work for Torque or something
HAVE YOU ACTUALLY USED TORQUE? Have you actually seen how little documentation there is?
And wtf? Unreal 3 costs whatever a retail game costs, I'M NOT SAYING 'GET A LICENSE'...
ekuhlkamp 3 years ago
The reply was a month after, not five months. You did imply that "to anyone who is thinking about getting a torque product" rather than implying that anyone just wanting to make a mod, some do plan on releasing it without the six digit costs worth of an engine to publish a game.
$ + no royalties? No way! Nice video by the way.
EinSpear 3 years ago
My response was not pissed off, just neutral and factual. I have been involved with Torque for nearly 5 years. I used it for my student project, and my own Indie pursuits.
If you go to GarageGames and click on "Documentation", you'll see your previous comment was misguided.
As EinSpear stated, you targeted your criticism at a commercial product meant to aid developers in creating a game for publishing. Unreal is amazing, but not Indie friendly.
Peffe01 3 years ago
This comment has received too many negative votes show
To anyone who is thinking about getting a Torque product: skip it, get Unreal 3, and use their free mod maker. I'm in UOIT's Game Development progam, and let me say, this is the shittiest engine I've ever worked on. The latest tutorial is from 2003 I believe.
ekuhlkamp 4 years ago
Actually, new tutorials were written in early 2007, late 2007, and as recent as this month. Not to mention, new documentation has just been provided for TGEA, and more is on the way for the other engines.
You *might* be able to make something with Unreal's tools, but you will not have source code access and you will not be able to publish your games.
Peffe01 3 years ago
you got told bitch
1sgtbeta1 3 years ago
the source code for unreal 3 is about half a million dollars to license, so yeah, thats a great idea for people who want to get into game creation.
pooeyegg 3 years ago
is any coding or programming neccesary to make a game in torque?
quizoodle 4 years ago
yea but is not as difficult as it seems to be
mateoarv 4 years ago
like is it at all possible to make a game without programming with torque cause i dont know how to code but torque looks good
quizoodle 4 years ago
wanna make really easy games without programing?
try gamemaker by markovermars, i used it like for 2 years and is really easy, to see some examples of game made with gamemaker visit
yoyogames.c-o-m
and to download the program:
yoyogames.c-o-m/gamemaker/
hope this helped =)
mateoarv 4 years ago
If you are using GM you probably know v.6x are not working on Vista, v. 7 licence is crashing and you will have to spent weeks or more for reactivation. And after few minutes it can crash again and you will have to wait again... stupid yoyogames
antonarset 3 years ago
how much programing do you need to know and what language do you need to know?
RedNBlueAllOver7606 3 years ago
This has been flagged as spam show
you can get this free at the site
Jason777123 4 years ago
Hi. great video. I already have both XNA and TorqueX. but I still need an engine to script my game with (as shown on your video). I have Torque Game Builder but it doesn't seem to be the right engine because I'm trying to import and/or create a with the TGB to XNA but still not working. any idea?
blinkblinkblinkkdd 4 years ago
why do people think it's funny to steal from honest developers? it's $30, jew.
munge69 4 years ago
some can't get it honestly.
FantasyJam 4 years ago
I honestly take code. history is our boilerplate
stemcellfilms 4 years ago
When people aren't planning to actually release a game with it in the first place, there is no reason that they should have to spend money on it. This engine is released at a monetary cost so that they can accrue some of the monetary gain others get out of it, not so that they can sell it to kids who want to learn a little something about making a game.
dimensionwarped 4 years ago
Stealing is stealing. It's their engine and they don't have to give it away if they don't want to. If a kid wants to learn how to make a game, there's a lot of free software they can go download legally.
Taijiguy108 4 years ago 2
im trying to think of a way you could be more full of shit.. maybe if you threw a religious justification in there too. maybe then you'd be more full of shit. burn your next few paychecks and tell yourself people deserved your hard work for free cause theyre not really going to use it for anything more than their own amusement, and then open your cumlips. otherwise, shut your fucking mouth.
munge69 3 years ago
Wow. Testy. It's a development tool. If people are just using it to fuck around, then there is no reason they should have to pay the same as people making money off of it.
Really there is no loss to Garage Games in that. All it gives them is exposure in case that person ever decides they do want to do something with the engine. If you want to begrudge people for wanting to see if they can actually use something before committing to it, then you can fuck off to be quite honest.
dimensionwarped 3 years ago
And just to verify, I have in fact purchased a number of GarageGames products including TGE. It's simply a matter of what is obvious to me. If the engine is made for people to make and sell games, and they never do either, it isn't any kind of immoral thing for them to not have paid for the engine.
dimensionwarped 3 years ago
Looks great! Where do I get it?
BobaVette 5 years ago
I really see some major workflow issues with this. Looks to me like the bounding colision boxes for the images and game elements should be defined before you place them. Then if you want to do a custom bounding box, you do it manually. Lot of time wasted on doing the same thing over and over.
rexxthunder 5 years ago
The boxes you see being manipulated around the platforms at the beginning are collision objects with platform logic attached to them. They are used as overlays only for the tile layers, which are composed of sets of tiles that can be combined or aligned in countless ways. It's true you could have a default shape per-tile, but that would be criminally inefficient.
Those tile layer/collision shape combinations can easily be made into templates that can be duplicated over and over instantly.
GGEDude 5 years ago
It is expensive though if u r unsure of it. $100 for an indie license.
cdo999 5 years ago
An Indie license for Torque X is free, and the toolset is also free with a Microsoft XNA Creator's Club membership (which you need to deploy XNA content to your XBox 360). :)
GGEDude 5 years ago
its free for 30 days. then its 100$, which is cheap, but not free.
theepicjoe 4 years ago
@GGEDude Yeah, but you don't get the source code with the XNA creators club membership one :(
apox2060 1 year ago
Yea, the behavior of the objects in the scene is dictated by the components that are added to them. The starter kit comes with all the components you saw used in this video (and plenty more) with full source, so you can change them or add onto them if you like.
GGEDude 5 years ago
pretty cool, dude!
But presumably someone has to code the behaviors for all those objects, right?
TorqueX is amazing!
whothehellisthat 5 years ago
This demo is CRAZY! A fully built game in a GUI.
azenkidd 5 years ago