Was just released the other day. Seems more stable than the last release. At the risk of getting flamed by everybody, any one else checked it out?
TGB 1.1.1
Miscellaneous Forums/General Discussion/TGB 1.1.1 Hi,
IMO the UI has become very nice, however the "Restart TGB after changing the code" is still annoying (apart from that, it's still very good).
BTW, is Star fighter max still under development, or fixed for newst BMax release? The link in your signature is broken :|
IMO the UI has become very nice, however the "Restart TGB after changing the code" is still annoying (apart from that, it's still very good).
BTW, is Star fighter max still under development, or fixed for newst BMax release? The link in your signature is broken :|
Yah, I was annoyed at first with restarting the TGB in order for the code to update in the system, but when you actually use TGB with Torrosion, it automatically updates it whenever you build the code (therefore, you'll run TGB everytime it builds, so no need to keep TGB running when you're coding) so it kinda make sense. I'm still not so crazy about Torque Script though.....reminds me too much of an ugly version of C++....but I can actually see the benefit in using TGB now....not saying that I "see the light" but that I may actually make use of it, if i can figure it out.
About Star Fighter Max, i havent updated it in a while and i dropped my old webhost so i'm in the process of getting a new one. If i can recall correctly, the last version was still compatible with latest Bmax build...i can email it to you if you need it.
About Star Fighter Max, i havent updated it in a while and i dropped my old webhost so i'm in the process of getting a new one. If i can recall correctly, the last version was still compatible with latest Bmax build...i can email it to you if you need it.
The version of Star Fighter Max I kept is 1.01, if posible, please send me a copy, and thanks in advance.
The last time my site use the space from http://www.phpnet.us/ , and now my company doesn't allow us to have personal websites, so I haven't check that for a while, but should still work.
http://www.sitesled.com/ can be also an option.
The last time my site use the space from http://www.phpnet.us/ , and now my company doesn't allow us to have personal websites, so I haven't check that for a while, but should still work.
http://www.sitesled.com/ can be also an option.
I'm still working with 1.0.0 but I'll have to give the update a shot. Overall I definitely dig on TGB, it's a nice tool. If only there were something fully 3D like it ... though maybe with some of that nice dynamic Blitz3D entity system thrown in for good measure. Heh, lately the more I look the more lacking every tool is. There doesn't seem to be anything anymore that does exactly what I want. For 2D stuff though TGB is really slick.
The visual approach to game making is quite seductive.... but using an external IDE like Torsion... the lack of in-line help... and the outdated cryptic examples are the only things keeping me from using it over bmax. Maybe I just don't have the patience to flip between TGB and PDFs and Torsion consistently enough to fully learn it. I do love the fact that you can see results very fast and go through many design iterations. I find that with bmax it's such a pain to program 'everything' that many times I settle on a design sooner than I should. Being able to drop in an animation/particle/change a tiled world/view physics/and path creation are really a nice treat for the TGB.
If only BRL would go the extra mile and do something similar for bmax......
If only BRL would go the extra mile and do something similar for bmax......
@yoxola - i sent you an email.....
Yeah I have that issue too. Actually, I think think the last game authoring tool that had the most potential was probably 3DRAD.....and now that I think about it, TGB is very similar....except for 2D.
There doesn't seem to be anything anymore that does exactly what I want.
Yeah I have that issue too. Actually, I think think the last game authoring tool that had the most potential was probably 3DRAD.....and now that I think about it, TGB is very similar....except for 2D.
Thanks, Neuro
The issue of the 1.02 is, when compile with BMax 1.20, the music disappear when starting the level, and then all sound become weird.
the binary comes with the archive works fine.
Have not look into source it but seems to be some sound channel issue, will try to sort that.
The issue of the 1.02 is, when compile with BMax 1.20, the music disappear when starting the level, and then all sound become weird.
the binary comes with the archive works fine.
Have not look into source it but seems to be some sound channel issue, will try to sort that.
I've buy this one.
I'm sorry but at this time you can only write small puzzle games with.
The physics system (the reason why i've buy TGB) bug as hell.
You don't have any commands to write pixels or dynamics objects.
The network system is DUMB (no real time only turn based).
Polygons commands are reduced and hidden cause slow and unfinished (like many stuff in TGB, particulary the documentation).
If your game don't fit regular and classical gameplay then many tools are useless.
In fact, you can really make good games with TGB... Specialy if you're skilled in C++ and having the source (+150$~755$).
Community, support ?
There is nothing more frustrating to ear something like : Well you can add it in C++ or pay someone to do it if you can't.
They think their community is the best (maybe true about TGE) but i prefer this one because when you've got problems, there are many skilled peoples around that answer you with codes, links and good explanations. There is many addons and modules even if blitzMax came more or less at the same times as TGB...
Now it's true, you've got cool tools inside and torque script is quite handy but think about your needs before (try the demo) and don't trust to much all these "wonderfull features" which comes probably in the next version ! (next next next since 2 years now).
Maybe i only see the bad side of things but pay 100$ to 250$ (inidie) or 495$ to 1250$ (commercial) and having such a bad support...
Plus TGB engine is damn slow on old system (and 1.4Ghz 512DDR with radeon 9200se isn't so old for me...).
Don't forget that TGB has a strict EULA too(you can't share many things outside the Garagegames website). When i've buy this engine, i didn't know anything about it because nobody could answer to my questions, there was no demo and the bug forum is restricted to registered people. (at this time there is 2872 post in the report bug against 1340 in show off, and maybe 10 or 15 serious project around)
Now you have some more infos, but please go and ask directly garagegames if TGB is made for you (cause i repeat: it's maybe the case).
I'm sorry but at this time you can only write small puzzle games with.
The physics system (the reason why i've buy TGB) bug as hell.
You don't have any commands to write pixels or dynamics objects.
The network system is DUMB (no real time only turn based).
Polygons commands are reduced and hidden cause slow and unfinished (like many stuff in TGB, particulary the documentation).
If your game don't fit regular and classical gameplay then many tools are useless.
In fact, you can really make good games with TGB... Specialy if you're skilled in C++ and having the source (+150$~755$).
Community, support ?
There is nothing more frustrating to ear something like : Well you can add it in C++ or pay someone to do it if you can't.
They think their community is the best (maybe true about TGE) but i prefer this one because when you've got problems, there are many skilled peoples around that answer you with codes, links and good explanations. There is many addons and modules even if blitzMax came more or less at the same times as TGB...
Now it's true, you've got cool tools inside and torque script is quite handy but think about your needs before (try the demo) and don't trust to much all these "wonderfull features" which comes probably in the next version ! (next next next since 2 years now).
Maybe i only see the bad side of things but pay 100$ to 250$ (inidie) or 495$ to 1250$ (commercial) and having such a bad support...
Plus TGB engine is damn slow on old system (and 1.4Ghz 512DDR with radeon 9200se isn't so old for me...).
Don't forget that TGB has a strict EULA too(you can't share many things outside the Garagegames website). When i've buy this engine, i didn't know anything about it because nobody could answer to my questions, there was no demo and the bug forum is restricted to registered people. (at this time there is 2872 post in the report bug against 1340 in show off, and maybe 10 or 15 serious project around)
Now you have some more infos, but please go and ask directly garagegames if TGB is made for you (cause i repeat: it's maybe the case).
I own TGB (T2D previous) since EA version 0.7 or the like.
It has evolved into a great tool.
But I was a little shocked when they changed licensing system for new users with release of Version 1.1 which made the C++ version as expensive as TSE ...
I don't fully agree with Armitage thought:
- The community is great. But it isn't a kiddie board as blitz boards tend to be. So they assume that you have some skill and are not a bloody beginner with C++ if you bought the source license. (and especially that you want to implement it yourself)
- Physic is bugged, right. Thought this most likely has to do with the collision system which has some probs as well. But it got far better within the last few releases.
- It is known that the networking is just the lite and that this part will evolve further in the future. But for the start it was needed that there is any networking in at all. And as a mather of fact, most 2d stuff can be done without realtime superspeed networking as well. Because "turn based" does not imply anything on the length of a turn ... and Torque does not use and tcp for its networking.
- Yes the EULA is strict, its a little stricter than BM ones (where you aren't allowed to post any module sources). It does not allow you to offer any script that shows internal commands, which is a little idiotic thought as the original TGE allows that as it is needed for Tutorials and books. We will see if this part is going to change at some point.
- You can only write small puzzle games is true crap. There is a full round based strat game a la heroes of might and magic, done with TGB and quite some other games.
Just because you don't see them this does not mean that not more is possible. In the end, you can do as much with it as with BM, perhaps even a little more as you can use 3D objects in DTS format within your 2D world.
A little note on performance: it clearly states that you must have a 3D card ... and as such, anything with low performance will suffer or if you just try to do too much stuff. Just to clarify, this is exactly the same thing with BlitzMax as well which is fully 3D as well! (with the difference that TGE uses a newer DX version if you get it to run. I've never had any success with Torque + DX)
It has evolved into a great tool.
But I was a little shocked when they changed licensing system for new users with release of Version 1.1 which made the C++ version as expensive as TSE ...
I don't fully agree with Armitage thought:
- The community is great. But it isn't a kiddie board as blitz boards tend to be. So they assume that you have some skill and are not a bloody beginner with C++ if you bought the source license. (and especially that you want to implement it yourself)
- Physic is bugged, right. Thought this most likely has to do with the collision system which has some probs as well. But it got far better within the last few releases.
- It is known that the networking is just the lite and that this part will evolve further in the future. But for the start it was needed that there is any networking in at all. And as a mather of fact, most 2d stuff can be done without realtime superspeed networking as well. Because "turn based" does not imply anything on the length of a turn ... and Torque does not use and tcp for its networking.
- Yes the EULA is strict, its a little stricter than BM ones (where you aren't allowed to post any module sources). It does not allow you to offer any script that shows internal commands, which is a little idiotic thought as the original TGE allows that as it is needed for Tutorials and books. We will see if this part is going to change at some point.
- You can only write small puzzle games is true crap. There is a full round based strat game a la heroes of might and magic, done with TGB and quite some other games.
Just because you don't see them this does not mean that not more is possible. In the end, you can do as much with it as with BM, perhaps even a little more as you can use 3D objects in DTS format within your 2D world.
A little note on performance: it clearly states that you must have a 3D card ... and as such, anything with low performance will suffer or if you just try to do too much stuff. Just to clarify, this is exactly the same thing with BlitzMax as well which is fully 3D as well! (with the difference that TGE uses a newer DX version if you get it to run. I've never had any success with Torque + DX)
I agree Dreamora.
I have a little bit exaggerate when saying "you can only write small puzzle games". And i don't care too about the networking system, it was only a remark for those who think they will be able to quickly write networking game like GTA2/Soldat (for example and at this time).
About the C++ stuff thought i have another remark :
I also own TGB when it was T2D alpha release, so now i got the Pro version with source (which is a nice initiative from GG). It's not that i can't absolutely write some C++ code but as many graphic designer i have limits. It's harder to dig into someone else code than start from zero (especially in C++ when you are a beginner).
It's perhaps more oriented to people who do have a team where every areas is covered by advanced users (programming, graphic designer, sound designer, etc.).
There is fundamental differences between BlitzMax/Blitz3D and Torque Game Builder and i think we can't compare them cause both have true advantage.
...But i prefear BMAX ^^
I have a little bit exaggerate when saying "you can only write small puzzle games". And i don't care too about the networking system, it was only a remark for those who think they will be able to quickly write networking game like GTA2/Soldat (for example and at this time).
About the C++ stuff thought i have another remark :
I also own TGB when it was T2D alpha release, so now i got the Pro version with source (which is a nice initiative from GG). It's not that i can't absolutely write some C++ code but as many graphic designer i have limits. It's harder to dig into someone else code than start from zero (especially in C++ when you are a beginner).
It's perhaps more oriented to people who do have a team where every areas is covered by advanced users (programming, graphic designer, sound designer, etc.).
There is fundamental differences between BlitzMax/Blitz3D and Torque Game Builder and i think we can't compare them cause both have true advantage.
...But i prefear BMAX ^^
torque 3d isn't really DX anyway, its just a DX layer over GL unless your using TSE where they just commented out all the GL rendering and plonked in their DX9 render code.
is TGB the same as the Torque2D early adopter thing? Cuz I bought that but haven't looked at it since... And I hated the vector based stuff.
Its the same thing. They're calling it "Torque Game Builder" now because they're trying to integrate all the editors into one suite. Yah i didn't like it when I first got the early adopter, they've since updated it a few times and I must say thats it's now caught my attention......