Torque X Platformer Starter Kit
Uploader Comments (GGEDude)
All Comments (53)
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@Christobanistan ROFL
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@Christobanistan because you touch yourself at nights
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Why won't this video play???
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@GGEDude Yeah, but you don't get the source code with the XNA creators club membership one :(
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it's too bad u have to pay almost $200 for the good version... :(
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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.
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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?
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If you get access to the private forums things go a lot smoother.
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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.
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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.
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 4 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 4 years ago
It is expensive though if u r unsure of it. $100 for an indie license.
cdo999 4 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 4 years 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 4 years ago