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What can you do with the torque products
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Hi i'm still learning programing but I'm just wondering what you can do with Torque X.
What Xna Games have been made with it i only know one.
Is it decent and worth every penny and how much would it cost in Pounds and can some one from the UK buy it?
I saw it was $200 to $300
Would it be suitable for any one and fairly easy to use?
I'm still learning programming and i'd most likely not use the program until a couple of months like 6 months when I'm good at programming and really used to the language.
How big are the objects in MB and would you be able to finnish your game or a prototype without exceeding the 150 MB limit,
And say you had a team of 10 who are very skilled in what they do such as.
Programming
Modeling
Editing
Art
Testing
Networking
And other stuff could you make a MMO for the PC if everyone wanted to and how would that work out such as multiplayer features, servers, gameplay, compatibility etc, and probably make the game within 2 years depending on the size of the game.
Or would Torque 2D be even better and easier than having to work on a full 3d world.
Since i'm a beginner would you recommend it to anyone with about 3 months of experince with xna?
Could you make multiplayer games?
Is it decent to use and worth the money?
What XNA Games are made with it?
How much MB does a whole level consume such as a average level with a few enemies and objects to jump over etc.
Thanks for Reading
I just want to know about the products i might not use them at all.
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Re: What can you do with the torque products
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Hi,
a lot of questions here :) There are many games made using Torque X, both 3D and 2D. I'm maintaining the community enhanced version so I'm deeply into Torque X. Using Torque you can make any kind of game. The Engine load in term of MB is almost null so no worries about that. In our CEV version we have integrated Farseer Physics as well. Personally I find the 3D workflow simply horrible, but it works. The 2D workflow is just perfect. I suggest you to have a look to the following links:
My blog about Torque X 3.1.5 CEV
My thread "Torque X 2D - Features and poll"
Henry's thread "Current Torque Games on XBLIG"
Cheers,
Pino
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Re: What can you do with the torque products
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@EvilTesterD,
You obviously have a lot of questions about game development and your enthusiasm to learn comes through in your posts so I'll try to address a few from my experience.
TorqueX is considered by many to be very buggy and not very well supported (although I believe the 2D version is much better than the 3D). I own several Torque game engine products and have never been able to finish a game using them without coming across a show stopping bug. Having said that there are other people who love there products and say they wouldn't make a game without using them, so take from that what you will and don't rely on my opinion.
If you were to make an MMO for the PC then there are much better options than TorqueX or even XNA for that matter. There are other fully featured game engines out there that would be more suitable to that task like Torque3D, Unity or even UDK.
If you wish to make games for the Xbox then personally I would recommend just learning and using XNA on a small 2d project to get started. You will be surprised how much work it takes to finish up even what seemed like a simple, small idea.
Good luck. AlienMudPig
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Re: What can you do with the torque products
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Okay thanks what do you mean by workflow?
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Re: What can you do with the torque products
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Holy crap those physics are amazing :O
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Re: What can you do with the torque products
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Okay thanks but should i learn how to draw 2D objects first (Alot of 2D Objects) before i use Torque 2D's drag n drop ability
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Re: What can you do with the torque products
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EvilTesterD:Okay thanks what do you mean by workflow?
I mean the way you write your game, the steps needed to import your assets into it and make them part of the game itself. Designing a working level using the 2D level builder is straightforward and very simple, the code needed for the game itself is just related to the actual game mechanic. Not the same for the 3D level editor: it's weak and doesn't allow to complete the game levels in the editor, so you have a lot to write in code.
Torque X is the sole XNA commercial engine currently addressing the Xbox. The other engines are amatorial or they don't address the Xbox, so there isn't much choice here.
Writing a game without an engine is masochistic: I did that for my first game... not a way to go if you want to create commercial games... an excellent way if you only want to have fun and learn XNA. Consider that anything one can do in pure XNA in one week we can do the same in 2 hours using Torque X (2D).
-Pino
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Re: What can you do with the torque products
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:O Wow i'm going to invest into that i'm assuming i can't get LittleBigPlanet 2 if my brothers or my Mom purchases that :P
I'm learning C# and it seems straightforward the only problem is remembering it lol.
Oh and when you get an Xna Membership which torque do you get for free? Torque X (3D) or Torque 2D? I really hope it's the 2D version, also can you create online games with Torque 2D.
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Re: What can you do with the torque products
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EvilTesterD::O Wow i'm going to invest into that i'm assuming i can't get LittleBigPlanet 2 if my brothers or my Mom purchases that :P
I'm learning C# and it seems straightforward the only problem is remembering it lol.
Oh and when you get an Xna Membership which torque do you get for free? Torque X (3D) or Torque 2D? I really hope it's the 2D version, also can you create online games with Torque 2D.
Torque X is now one bundle 2D + 3D so you get both. The free access to the binary only version is on hold because of the release of the new 3.1.5 and the releasing of XNA GS 4.0 so I'm not sure when that offer will be back online. At any rate the free one is binary only, so no source code thus no access to our CEV which is not really a good way to go. I think that the individual licence is worth the cost, so IMO you should consider to acquire that one ;)
-Pino
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Re: What can you do with the torque products
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Okay i think i'll get the indvidual licence but how much does it cost in the uk the site has Dollars.
Also how do you know you have the right licence so you have the ability to upload your xna games once finished.
And do you have to get Torque X in order to get the bundled 2D Torque?
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Re: What can you do with the torque products
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EvilTesterD:Okay i think i'll get the indvidual licence but how much does it cost in the uk the site has Dollars.
Also how do you know you have the right licence so you have the ability to upload your xna games once finished.
And do you have to get Torque X in order to get the bundled 2D Torque?
Getting Torque X 3.1.5 you get both, 2D and 3D. The individual licence allows you to publish on any XNA platform (Windows and Xbox, coming soon Windows Phone 7).
The price in GBP will be the USD price converted into GBP by the credit card service, so 126 BGP (roughly).
When you get the licence drop me an email so I'll grant you access to the CEV so you'll have Farseer Physics as well ;)
-Pino
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Re: What can you do with the torque products
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Sweet i'll see what my mom says, in the mean time do you know what else i could do apart from learning C#
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Re: What can you do with the torque products
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Oh and if i get the 2D Only version (individual) will i still be able to publish on any platform?
Whats the source code and reasignable licence?
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Re: What can you do with the torque products
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EvilTesterD:Oh and if i get the 2D Only version (individual) will i still be able to publish on any platform?
Whats the source code and reasignable licence?
The difference between Individual and Studio is that the Studio can have more than one licence per product and assign them to its employees. As an individual you can only buy one licence per product (the source code of the engine is always included).
-Pino
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Re: What can you do with the torque products
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Re: What can you do with the torque products
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So have you fixed the horrendous memory leak?
Have you fixed the garbage collection issues?
Have you fixed the GUI?
Have you fixed all the rest of the issues that made Torque unusable?
I have had to write one game in Torque. The client bought me a pro package and I spent weeks bug fixing it before I could even start on the game.
Then I had to invest a lot of time working around design flaws in the 2D engine.
This thread seems to have become an advert for Torque, and I'm not sure that is a good thing.
Moderator?
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Re: What can you do with the torque products
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Yes,
I fixed all those issues myself, I shared my fixes with the community and now all of them have been imported into the official release of Torque X 3.1.5. If you care to have a look to the links I posted above you'll see the whole story.
Instead of whining I fixed it because there are no commercial alternatives. We as a community are now porting the engine to XNA GS 4.0. Our community version includes a full Farseer integration and I can assure you that it works just great.
This is not an advert, I'm not a Torque X employee, I'm a Torque X licensee and I'm happy with what I have and proudly advice others to use Torque X to produce great XNA games.
If you are a licensee I guess you should come back to TX. Post on a Torque X CEV related thread so that I can see your licence and I'll grant you access to the CEV source so you can enjoy the current product instead of holding that grudge ;)
-Pino
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Re: What can you do with the torque products
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You should also note that Torque X has been abandoned by GG.
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Re: What can you do with the torque products
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Kiveryn:You should also note that Torque X has been abandoned by GG.
That's not entirely correct. Torque X will be replaced by a new product by the end of the year and Torque X licensees will have access to that one (most likely for free). The current version (3.1.5) is stable and will just be replaced. The port to XNA GS 4.0 is not scheduled by IA (former GG) but Torque X CEV is already ported for Windows and Xbox and we're working on the Windows Phone 7 platform now.
-Pino
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Re: What can you do with the torque products
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PinoEire: Kiveryn:You should also note that Torque X has been abandoned by GG.
That's not entirely correct. Torque X will be replaced by a new product by the end of the year and Torque X licensees will have access to that one (most likely for free). The current version (3.1.5) is stable and will just be replaced. The port to XNA GS 4.0 is not scheduled by IA (former GG) but Torque X CEV is already ported for Windows and Xbox and we're working on the Windows Phone 7 platform now.
-Pino
Yes, but not Xbox. That's what most people are here for.
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Re: What can you do with the torque products
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Kiveryn: Yes, but not Xbox. That's what most people are here for.
The reality is most people here will never ever put out a game. If you went and tried it and used it you would see it is still quite valid, still makes games that are being published on the system today.There are at least two games made with TX right now in review. Instead of bitching about what has not happened yet you should channel that energy into doing something constructive.
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Re: What can you do with the torque products
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I've been away from the Torque forums for a while because i had given up on Torque.
I've been a GG member since 2001 and I've spent plenty of money on their products over the years only to be ultimately disappointed when it didn't work as advertised. I'm not angry or bitter about it because I have always wanted to believe in the GG mission, and supporting them with a few hundred bucks every now and then didn't kill me, but I can totally understand why some people would be pissed off.
I'm only now paying attention to Torque again because of Pino, and other community members, work on fixing what was basically a useless product but if you guys say it's stable and usable then I will get the CEV and try again.
So what is happening with TorqueX? Are IA only going to support GS4.0?
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Re: What can you do with the torque products
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AlienMP:I've been away from the Torque forums for a while because i had given up on Torque.
I've been a GG member since 2001 and I've spent plenty of money on their products over the years only to be ultimately disappointed when it didn't work as advertised. I'm not angry or bitter about it because I have always wanted to believe in the GG mission, and supporting them with a few hundred bucks every now and then didn't kill me, but I can totally understand why some people would be pissed off.
I'm only now paying attention to Torque again because of Pino, and other community members, work on fixing what was basically a useless product but if you guys say it's stable and usable then I will get the CEV and try again.
So what is happening with TorqueX? Are IA only going to support GS4.0?
Well, they will support XNA GS 4 in two ways (I'm not happy with it but... there aren't any choices)
-1- The brand new engine which will be the next IA official XNA game engine will support Windows and Windows Phone 7, then in time (who knows how much...) will come the Xbox support.
-2- The current Torque X 3.1.5 will live the same story of the 3.1.4. TX 3.1.4 was unsuitable to publish complex games, then my fixes were incorporated in full and the 3.1.5 was born, stable and reliable. Now as a community (not just myself anymore!) we are porting Torque X to XNA GS 4.0 (WIndows is ported, Xbox 98% finished, Windows Phone 7 to go)... so I guess that IA will incorporate our CEV (Community Enhanced Version) and Torque 4 Official will be released.
As you can see we as a community got it working and are supporting it. IA people have their hands full so they cannot do better than that and I tend to believe them: they have been very honest and straightforward over the last 12 months, that's why the community is growing active and productive and actual games are being published with Torque X.
-Pino
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Re: What can you do with the torque products
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I applaud your efforts, I'm glad someone did something to help all those poor sods who spent money thinking they were getting a finished product and ended up with an useless pile of code.
However I still couldn't advise anyone to work with Torque.
Look at it from an end users point of view.
You are actually totally reliant on people like you giving up their free time to support what is supposed to be a commercial product.
If something were to happen and you were no longer able, or willing, to do the work... what then?
With a proper commercial product, the company would employ someone to continue the work, in this case, errr ... blackmail someone? It's about all you could do.
I am amazed that no one has sued GG yet, if that did happen, where do you stand?
This is not a forum for legal advise, but if I were you, I would get some.
Then there is the actual design of the system. It seems to have been designed around finding a way to make the editor work rather than around producing efficient game code.
The clever use of reflection to allow custom classes into the editor seems to have been the core of everything rather than a way of solving a problem.
The end result is that finding the actual piece of code that handles something can be a complete nightmare. You can make changes in what looks like the correct place only to find that nothing changes. Then you have to dig around in the forums until you pick up a clue that points to the solution, but there are so many different versions and platforms this can be another nightmare.
Well done for fixing the bugs, good luck for the future, but have a long think about what you are doing.
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Re: What can you do with the torque products
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Big Daddio:
Kiveryn:
Yes, but not Xbox. That's what most people are here for.
The reality is most people here will never ever put out a game. If you went and tried it and used it you would see it is still quite valid, still makes games that are being published on the system today.There are at least two games made with TX right now in review. Instead of bitching about what has not happened yet you should channel that energy into doing something constructive.
Henry, I tried to use it for 4 months straight. I posted in forums and got no help. Little did I realise the product I paid good money for was not even an official product. I'm really happy for you, Pino and the others that have managed to make it work, but I want to focus my energy on making games not fixing an engine I paid others to work on. I do focus my efforts on constructive things, those being a) the game I already released b) the game I'm currently making and c) an helping others use both XNA and Unity. Heck, I paid nothing for Unity and its 1000x better than TorqueX. I care not whether I can release XBLIG games with it, in fact XBLIG is proving to be a bit of a hole, like the iPhone market.
Full credit to Pino and yourself and anyone else who puts time and effort into making TorqueX something worth while, but damn man, don't sell the product as if GG are supporting it, because they aren't.
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