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JeffR

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  1. There is a difference between discussing what would make a game jam work, and ideas to improve it. Simply saying "game jams are stupid and never work" isn't useful or conducive to improving the conversation. In fact, there's a line in the CoC about leaving constructive criticism to improve the thing being discussed and not just saying it's bad. If you wanted to suggest 'Hey 48 hours is too short, a week would be better' or 'We need something to ensure people can focus on the GAME part of the game jam' then those help dial in on potential pratfalls. Your post, instead was "They'r
  2. Yeah, the entire idea of a jam is that the restrictions require scoping to get it done in the timeframe. The reduced scope and restrictions means a) it's acceptable to take a weekend off whatever else is going on to just smash something out b) it's a good breather to shift off an ongoing project and c) getting something out and completed, even if it's an itty bitty babu game is always gratifying Plus, limitations is often the thing that yields the most creative results
  3. Oh, yeah fair enough then, I'd be fine with that.
  4. I'd say yes, but Marauder also asked me to be a judge if we end up doing it, so I think that'd automatically recuse me from competing
  5. Also for what it's worth, you can just add the extension to Torsion and it'll work fine. I still use it. I'm sorting out some bugs with a PR to make the generated torsion project file play nice, but in the meantime if you go Tools > Preferences and edit the Script Extensions field, you can add tscript in there. Then right click on the project in the explorer tree, open it's properties and add tscript to the 'script scanner extensions'(and if it hasn't already been swapped, change the main.cs to main.tscript) You do that, and torsion'll continue to work fine with the extension
  6. JeffR

    C-Interface

    stub
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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:
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