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Duion

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Everything posted by Duion

  1. Torque3D is very drag and drop friendly regarding art assets, but for the rest, yes it is very far from drag and drop. With Torque3D you will not get very far without good programming skills, but if you start to understand Torque3D is a rather lightweight and simplistic game engine compared to most others.
  2. I think you have to clarify what exactly you mean.
  3. Watch the third trailer on https://store.steampowered.com/app/391780/Uebergame/ There I am making a playable tropical island map in around 10 minutes including playtesting.
  4. The forum is fine and probably also SEO optimized, since it has crawler bots and of course spammers like our forum. The problem however is, we have nobody in charge of analytics and marketing, so we don't know how many visitors we have or where they come from and so we do not know what our target group is. Most Torque users come from the old Garagegames times, from there on we our growth rate is pretty much zero. SEO optimization is not only about being visible at all on the web, it is about actually engineering the website so people actually go there. If we were a business (which tec
  5. The Website was probably created from scratch in a hurry, so it has never been changed after that again significantly. The main reason was probably that the main creator went away and the repository was kind of hidden. Now as we have a new Github repository I think this is the website: https://github.com/TorqueGameEngines/T3DLandingPage No idea how you are supposed to work on the website, what software was used etc. But what you are preaching is the same that I'm preaching for over 5 years now or so, nobody cares. Having a better website itself may be good, but will not help much by i
  6. Disabling the console is probably not the way to go, most games still have it in their final release, they just limit the commands you can use.
  7. Some people here will likely have it, maybe they will send it to you, so you have to ask people.
  8. Well most is not even done at all, which is an even bigger problem. Posting your work to the outside world is usually much less of an effort as doing the work itself, so if someone supposedly does a lot of work, but never shows any of it, it becomes very suspicious if work is done at all and even if the work that is not visible is done for real, the person should really consider doing less work and doing more work on publicizing the work. Marketing is always more important than working on the actual product, because if nobody knows your product exists you cannot sell anything, no matter
  9. https://github.com/GarageGames/ContentPacks When Garagegames abandoned their Github as well, the previously private repos became public, so there they are. Regarding if they are open source, I don't know, in some cases the assets have been released with the demos like Pacific, Chinatown etc, but in other cases not, so use at your own risk. The content not from Garagegames on Garagegames is probably gone, maybe you can track down the original creators. All in all I would not even bother that much with the assets, they are old and outdated and if you are serious with game development, ma
  10. @Outsider So you come here for my rants, is this meant positively or negatively? I mean almost all your complaints are identical to my complaints, does this mean you are ranting funnily too? I can make my point even shorter, so everything else is dead, no update page, no social media, the only active thing visible to the outside world is the forum and now the community is trying to kill that as well. When Torque3D was released as MIT it was definitively the best open source game engine ever and probably even still is, but people are so full of self hatred that they try to sabotage it in
  11. Now you need to make it look nice, it should be more subtle, look at how other games do it, like Skyrim for example, which not only uses it as a compass, but also for quest markers. I'm not a fan of helper GUIs such as compass or quest markers, if you really need or want them, ideally you integrate them into the game somehow, for example that the compass is drawn on a compass object you hold in your hand, but this is advanced stuff even most modern games do not have, but if you can master that, you are probably one of the best.
  12. It is probably difficult to do on the fly, without knowing the rest. You have to describe the problem and then how you want it to be. Can't players just give the points to other players ingame? This would solve the issue, but may create other issues. Another method would be to create a bank that the points get awarded to first and then in another GUI or so the player can chose who to transfer it to, but it would require to create a new feature. Another method would be to not award points directly, but hand out codes that can be redeemed ingame to get the points, that is how many others do it,
  13. They say somewhere that they bring the billions and trillions of polys down to 20 million that are actually rendered in the scene and 20 million is very possible to render, I already did a scene with 20 million polys in Torque and there are some games that already push close to that number. Regarding if creating assets that detailed is harder I would say yes and no, no because a good artist usually starts with high poly and then reduces it for the final game and yes because to create photoscanned objects you need new hardware and software and put more work in there than before. It can take
  14. Sounds like a major design flaw, clients should never be allowed to do such things and I thought Torque is server authoritative, well probably you are using another version of the engine and/or a heavily modified one. It will probably require some major redesign how the game works.
  15. I saw a reaction video from a developer to this demo and it was quite positive:
  16. Not applying for the job, but I can give you some quick advice. Some questions: What launcher do you mean? And what kind of cheats are people using? Is it a multiplayer game or single player? First steps in solving this would be to remove the code from the game, meaning for example remove the files for the console.gui from the game, then to make sure, nobody is going to copy them back in, you have to remove them from the source code as well, but before you delete everything, having a console itself is not the primary issue, since many production ready games have them and you still cannot
  17. @Azaezel Well it is not all wrong, the PBR material test level with the skybox looks correct to me, but the regular levels with scattersky or just a sun never look right to me, no matter how I twist the settings. But I think we are offtopic again.
  18. It is with DirectX, I already had a skylight and was playing with all the settings, but it is always dark and I mean always, even increasing the brightness by 10 times you still cannot get it as bright as you could get it in the past, increasing sun brightness 5 times, it is roughly similar to what it was before, but as said it will never get as bright as it was before. I'm not an expert on PBR, but I'm pretty sure this is not how it should work and this is just an example, you cannot ship the engine like that, the previous update changed the lighting as well, but just by 10-30% so I had to m
  19. I answered your post, since there was a lot of discussion going on in that subforum and there was no other subforum that would fit this, "general" is not really the right place either, but whatever. Well to make it short my main point is, you cannot break backwards compatibility without having a working alternative first, if you do so, everything is broken, which is what we have now. It is bad enough that I would have to redo all my art assets to make it PBR ready, but it seems I will have to update all my levels and all my postFX settings as well, as I did once before and since the old
  20. Repository: I tested the latest preview build and noticed that basically everything is broken now, menus are broken, GUIs are broken, graphics are broken, some newly added features are broken, like verve and all old templates are gone so I have no idea where to start, since there is no documentation for the new stuff. This thing is far from being able to be released. It feels like things just get added, but never tested, while the testing part is essential. There is also nothing to test it with, since the default assets and levels are the same as since the beginning of our existence. Deve
  21. @Azaezel Windows prebuild binary fails for me with error "d3dcompiler47.dll is missing" Edit: I fixed it, but I wonder why this happened, since I never had such issues with any games before.
  22. Alternatively one could try and gain control over the Garagegames repository, since it has all the stars and followers or whatever, but I do not know how relevant that on Github is, but on social media this is very relevant. Even if the account creator does not exist anymore or can be traced down, it may still be recovered as I did with the Moddb account, where the official creator has long disappeared. Question is, if it would make sense to do so, however I would still prefer resetting the repo in a cleaned up version on a new account and leave the original Garagegames repo for reference for
  23. Finally someone doing something. Regarding the migration, I would just manually copy and past it over, it seems like a lot of monotonous work, but when you spend too much time figuring out how to do it better, your way to do it better takes more effort. Now would be the ideal time, to reset the repo, since Git saves everything in the history, the repo gets bigger and bigger, now as you make a lot of changes it will get even bigger and so on. You could remove the art files from the repo, pack them somewhere else, so that the engine repo is code only and not big binary assets. The Soldier alo
  24. A bit clearer, the terms "TBS" and "TBT" however I have never heard, so no idea what you mean. So you are not just an idea guy, but have the concept ready and are now searching for someone, who could transfer it from paper to a game. Yes a card game is relatively easy, but still, the number of Torque developers is very small, so it is still not likely to find someone to work with you unless you pay directly. It is unlikely that someone will invest 2 years or work and maybe never get paid anything. The last sentence I would remove, there is a spelling error and there is no need for anyone
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