Torque Game Builder

Miscellaneous Forums/General Discussion/Torque Game Builder

Any1 tried this product?
Is it any good?

Yeah Avon tried it and evenutally gave it the tumbs down because to get anything done was far more complex and less easy to "just do it" than say BlitzMax.

IPete2.

1. It has a cool GUI
but you need to switch around code editor and level editor(and restart the level editor)

2. It's hardware acclerated
HGE/BlitzMax/B3D+SpriteCandy can do this, too, the speed is pretty good imo.

3. It has built-in particle and physics etc
very pratical for making quick games

4. It has a complex file structure
I don't get it, in BlitzMax you can arrange what you want, it's more efficient.

5. It comes with source.
I never read through it actually.... but that's cool.

TGB nice, and I think it's productive, and cross-platform, but if you want to control most things possible, use BMax.

I use it since early EA.

It is a quite nice product. You can do a lot without ever touching C++, as the scripting interface of TGB is far better than the one of TGE (where much stuff still needs to be done C++ wise).

Currently, the openbeta of TorqueX (or currently only TGBX) is going on and working with C# and TGB is even nicer than doing all the scripting stuff etc etc.
For those freaks using XNA or thinking of X360 it opens up the same paths as XNA to get games onto X360 (TX uses XNA)

I like it.

It's an undocumented piece of rubbish. I like the idea of a visual level/layout editor, but their execution is poor. Save yourself the 100 bucks and build a visual editor in bmax and sell it to the community.

It's an undocumented piece of rubbish.


You can't be serious. When's the last time you played around with it? The documentation is great, and it beats Blitzmax by a landslide :P

The documentation is NOT that bad and its not a bad product.

its not a bad product, its more of a point/drag/click type game builder so some people won't like it much.

And like all GG stuff its written to be used a certain way with their tools. And often this restricts your freedom quite a bit. This isn't such a problem for your average casual 2D game though.

Yeah, they have one person who only does TGB documentation now and it's really gotten better. It's not quite as good as B3D in my opinion but it's close. For 2D casual/portal games there's nothing better.

I've been quite tempted by this. I played the "Rack 'Em Up" game demo and was really impressed. I've lost my enthusiam for BlitzMax for some reason, and I'm tempted by both TGB and XNA/C# (as I used C# already). TGB's support seems to be generally very good.

Bobby et al,

The main reasons why people feel that the grass is greener is because they usually have more programming capability and less graphic capability. What I mean by this is you see something which looks good and think wow if I had that language I could do that. But think on this... could you really?

Very often it is NOT the case, as the missing ingredient is good graphics/sound and good documentation.

It is often very easy to be dragged around and to be distracted from your main task of producing a game and finish it to commercial quality, or indeed even just finish it! I would urge you to look at games like "Sudoku Maya", "Holiday Bonus" and "Inca Quest". All are BlitzMax and show off the language capabilities and the commercial quality obtained using BlitzMax is undoubtably substantial.

Think long and hard before spending more money on another language and where you will be in 6 months time...

IPete2.

Booby et al,

Hey! Less of the "Booby" please - It's Bobby ;)

I agree with you completely IPete2. I've definitely been guilty of making that mistake in the past. On a scale of 1 to 10, my artistic ability is somewhere around the 3 mark. Without help, my projects tend to look, well, pretty naff.

I'm just bored with BlitzMax tbh. I'm not blaming anyone or any particual aspect of the language for that, I just feel like it's stagnating a bit. I just want a change and something to play with. BlitzMax never quite grabbed me in the same way the original Blitz (Amiga and PC) did.

Lol - Ooopp (red faced) SORRY!

Its pretty good once you get used to it, but being that its purpose is only limited to what it was intended for, you may want to consider that also. Plus its still a little buggy. Has anyone tried the TorqueX version of it yet? I could just d/l it, but the internet is constantly distracting me...lol...

TorqueX looks pretty interesting. I've just downloaded it and I plan to play around with it over the next few days...

I bought and tried TGB for a few weeks now. I'm not very happy with it though, and it seems to misbehave in peculiar ways. Worst of all, the TGB community is terrible, the documentation is poorly handled, and the IDEs don't highlight functions or commands properly. It's easy to get 'something' working quickly, but seldom exactly how I wanted it to work.

Frustrating.

I bought TGB because of a lack of faith in Blitz, based upon recent worklogs. Now I'm starting to lack faith in all 'game creation languages', and wondering whether its worth bothering at all.

"Save yourself the 100 bucks and build a visual editor in bmax and sell it to the community."
LeadWerks already did this, and I'm impressed with what he came up with.

@Dock: It's you and your team that works on the game - NOT BRL or GG. Just work on them. BMX is not missing anything if you want to make great quality main stream game (just look at Runes of Avalon in my sig).

best
Roman

Anawiki - is Runes made in Blitz Max? It looks great.

I'm not trying to suggest that either company (BRL or GG) owes me anything, I'm just stating my frustration with learning TGB more than anything. I'm going to persevere and see if I can get my game test working okay, but right now I'm not enjoying working with it at all.

As for BMX, I've always been put off by the fact that I'd have to learn an entirely new syntax, and I figured that it didn't really offer much over B3D for me.

I came from the TGB to BlitzMax. I just don't like the whole point and click thing. I want to write software, not click it...

Yes, Runes are made in BlitzMax.

best
Roman

"Save yourself the 100 bucks and build a visual editor in bmax and sell it to the community."

"LeadWerks already did this, and I'm impressed with what he came up with. "

Where is this LeadWerks editor? Is it a 2D editor? All I see on his site is a 3D engine and 3D editor. I too have had some frustration with TGB, so I'm re-evaluating whether to use it or not. I have Blitz3D and have liked it (but my 3D game is on hold). I'm thinking of using BlitzMax for my current 2D project (and possibly use the Grey Alien Games Framework). But some sort of level editor would be nice too.

Actually, if I had to choose between coding and pointing'n'clicking, I would choose point and clicking. Considering the end result is what actually matters, I rather not waste my time and effort with unccessary coding if I don't have to. Unfortunately, most of these "point and click" lack the kind of flexibility i want/like which is why I stick with the latter.

People defining TGB as point and click editor should have played with it more than 10 minutes and should have realized that there is more than just the visual editor.
I've the source version, so in the end I can do things, BM will never allow me to do as I have source + script + editors that just work and allow ultra fast prototyping (especially in 1.5 thats comming as they added behaviors, something similar to XNA components that will make your designers VERY happy :) )

The day, Blitz gets editors on that levels, there is the possibility that more than only a few tousand are using it like currently where it just sux (no editors, no DX9 X format support just its own format that is not supported that much in other tools due to the unfinished and incomplete format specs and stuff like that. And new editors most likely are not going to come, DX7 is definitely at its end with more and more drivers just refusing to show more than window pling window away again)