Posts Tagged ‘Torque Game Builder’
Its been a bit of a slog to make much progress. Tons of little ‘try this.. er.. hmm well how about that.. ooh that broke it… humm well then how about ….’
BUT the upside.
The player now triggers doors when he/she walks across em. (yes the collision polygons need some tweaking but basically it works). This causes a recusive floodfill to determine all the tiles that are available inside the room. There was an issue where it caused the game to stutter while the fill ran but with the use of some scheduling calls I actually wound up with a smooth and more even area determination.
So.. why does that make me happy?
Well, glad I asked.
So now I have a nice and easy way to get all the available tiles in a room, with just some minor tweaks the monster spawner (in the inital Alpha) will be able to find an open spot and start spawning critters.
Esentially I’m just a few minor tweaks from having a playable core base to work off of.
Then I can start going crazy with different monsters, powerups etc etc.
Well, some development progress.
The in-game map now reflects a proper mow branching randomly generated maze based on Prim’s Algorithm, the trickiest bit was adapting it to do without proper arrays Toquescript is a bit funny about that. After that, I created a basic start for a tileset etc etc and got it rendering properly in the engine.
Tonight I got the tilesets to properly interpret the door and trigger tiles and render the proper animated tiles for them (after creating said animations of course). Spent a little time trying to figure out why shooting seems to crash the game on the tile based level but didn’t get much beyond making it not crash.. but not showing the shots either..
So that’s the next step, and after that activating the triggers and shutting the doors to indicate the start of a wave of enemies.
On the webby front, some minor tweaks galore to the theme with some more changes planned. Over the weekend I put up the site www.wenderflonia.com for GFW and she’s putting it to great use already.
Got some good progress done. The online Map editor is coming along nicely with some new additions such as, saving to a database, generating exportable content files for integration into Torque. Still I need to do a couple things to it, mainly bulletproofing the submitted maps to make sure I don’t forget to add doors, things are sealed properly etc etc.
Made a pretty hefty chunk of progress over the weekend and last two nights.
Some behind the scenes work with putting everything in the level controlled by a manager object that keeps track of what’s going on and what to spawn next.

Off the top of my head:
- WSAD controls work.
- Money powerup (yellow dots)
- Magic powerup (blue Sigils)
- monsters drop money and score interfaces.
- New guis
- Basic fundamentals of waves are in place.
- Object thresholds are in place so (in theory) it shouldnt crash due to too many simultanious spawns.
As always this is an alpha build, play with it at yer own risk.
Graphics are primarily placeholders.. No there isn’t any sound yet.
You can download it here www.swiftthought.com/BSDDoD/BSDD0D-alpha002.zip (3.94mb)
Feedback always appreciated.

