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  1. Yesterday
  2. Hi everyone, This week’s new free music tracks are: On my Puzzle Music 6 page: “POPSICLE PUZZLES” https://soundimage.org/puzzle-music-6/ And on my Sci-Fi 10 page: “BROKEN FUTURE” https://soundimage.org/sci-fi-10/ NEWS Bulk Music Downloads are now available for these genres: Chiptunes, Fantasy, Puzzle and Sci-Fi. I’ve received an increasing number of requests to make my music tracks available as bulk downloads (rather than having to download them one at a time) so that people can load them into their media players and listen to them while doing other things. Now you can
  3. Last week
  4. JeffR

    Objects

    Objects The most complex aspect of TorqueScript involves dealing with game objects. Much of your object creation will be performed in the World Editor, but you should still know how to manipulate objects at a script level. One thing to remember is that everything in TorqueScript is an object: players, vehicles, items, etc. Every object added in the level is saved to a mission file, which is written entirely in TorqueScript. This also means every game object is accessible from script. Syntax Even though objects are originally create
  5. JeffR

    Functions

    Functions Much of your TorqueScript experience will come down to calling existing Console Functions and writing your own. Functions are a blocks of code that only execute when you call them by name. Basic functions in TorqueScript are defined as follows: // function - Is a keyword telling TorqueScript we are defining a new function. // function_name - Is the name of the function we are creating. // ... - Is any number of additional arguments. // statements - Your custom logic executed when function is called // return val - The value the function will give bac
  6. Control Structures TorqueScript provides basic branching structures that will be familiar to programmers that have used other languages. If you are completely new to programming, you use branching structures to control your game’s flow and logic. This section builds on everything you have learned about TorqueScript so far. if, else This type of structure is used to test a condition, then perform certain actions if the condition passes or fails. You do not always have to use the full structure, but the following syntax shows the extent of the con
  7. JeffR

    Operators

    Operators Operators in TorqueScript behave very similarly to operators in real world math and other programming languages. You should recognize quite a few of these from math classes you took in school, but with small syntactical changes. The rest of this section will explain the syntax and show a brief example, but we will cover these in depth in later guides. Arithmetic Operators These are your basic math ops. Operator Name Example Explanation
  8. JeffR

    Types

    Types TorqueScript implicitly supports several variable data-types: numbers, strings, booleans, arrays and vectors. If you wish to test the various data types, you can use the echo(...) command. For example: %meaningOfLife = 42; echo(%meaningOfLife); $name = "Heather"; echo($name); The echo will post the results in the console, which can be accessed by pressing the tilde key ~ while in game. Numbers TorqueScript handles standard numeric types: 123 (Integer
  9. JeffR

    Variables

    Variables A variable is a letter, word, or phrase linked to a value stored in your game’s memory and used during operations. Creating a variable is a one line process. The following code creates a variable by naming it and assigning a value: %localVariable = 3; You can assign any type value to the variable you want. This is referred to as a language being type-insensitive. TorqueScript does not care (insensitive) what you put in a variable, even after you have created it. The following code is completely valid:
  10. Hello Fellow Creatives, Brand new seamless texture images are ready on these pages: CONCRETE (Artistic) METAL (Artistic) GROUND (Artistic) You can access them from here: https://soundimage.org/images-home-page/ NEWS Bulk Music Downloads are now available for these genres: Chiptunes, Fantasy, Puzzle and Sci-Fi. I’ve received an increasing number of requests to make my music tracks available as bulk downloads (rather than downloading them one at a time) so that people can load them into their media players and listen to them while doing other things. Now you can download al
  11. Earlier
  12. Just for fun, I’ve been creating short videos featuring some of my music tracks and posting them on my site. I also post them on YouTube. If anyone is interested, here’s a link to my YouTube channel: https://www.youtube.com/channel/UC6mnTEE6xP74YcZDpkKGy-A/videos Please feel free to like and subscribe! That said, this week’s new free music tracks are: On my Puzzle 6 page: AROUND THE BEND – (Looping) – And back again? This is one of those pieces that’s meant for puzzle games that cheerfully drive players insane. https://soundimage.org/puzzle-music-6/ A new addition to my Epic
  13. Hi Folks, Some cool new seamless texture images are ready on these pages: WOOD (Artistic) BARK (Artistic) ORGANIC (Artistic) You can access them from here: https://soundimage.org/images-home-page/ Enjoy!
  14. @Scott Burns I accept lol
  15. Wow, kind of surprising to find I never actually got around to making an account over here. I thought about posting this back on the old GG site but figured fewer people are checking it out of nostalgia these days. I was cleaning out my closet today and decided to donate some of my old swag. I've got an Instant Action shirt, a classic red GG logo shirt and I'm even going to get rid of one of my GG hoodies (yes one of the coveted hoodies that were only made for us employees). All the sizes are 2X. So, who wants them?
  16. I was unmotivated at the time, as I didn't have much support. Pure ignorance of mine, that is, I did not know how to deal with the lack of motivation.
  17. JeffR

    Github

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  18. JeffR

    Linux

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  19. JeffR

    MacOS

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  20. JeffR

    Windows

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