Brief Introduction
by Glen C · 06/22/2006 (8:59 am) · 4 comments
Howdy folks,
My name's Glen, I'm from down under, and I've enjoyed programming since I picked up the spiral-bound C64 manual at 6. I work full time developing and supporting ISP B2B software, and in my spare time I've been playing with Torque for a while now, first briefly with the 3d engine, and then more often with the T2D releases, since 2d is a lot more practical for me as a hobbiest. With the latest TGB release, I'm blown away by how convenient several of the aspects have been made, and am enjoying playing with it all the more. The people behind it have done fantastic work.
The hobby project I plan to undertake with the new TGB release is a 2d game/logic engine within the TGB framework that supports a healthy variety of styles and capabilities, within a hopefully neat modular framework. With that as a foundation, I look forward to then seeing what kinds of game I can make. While I work through the design of that project, I'm getting familiar with the new tools, brushing up with the tutorials and generally enjoying myself.
Below are grabs from some of my earlier tests with Torque 2D.




The graphics used in the first image, suitable for a paratrooper clone (assuming the 'troopers' are sidling robots), are freely available for those with a use for them:

Cheers,
Glen.
My name's Glen, I'm from down under, and I've enjoyed programming since I picked up the spiral-bound C64 manual at 6. I work full time developing and supporting ISP B2B software, and in my spare time I've been playing with Torque for a while now, first briefly with the 3d engine, and then more often with the T2D releases, since 2d is a lot more practical for me as a hobbiest. With the latest TGB release, I'm blown away by how convenient several of the aspects have been made, and am enjoying playing with it all the more. The people behind it have done fantastic work.
The hobby project I plan to undertake with the new TGB release is a 2d game/logic engine within the TGB framework that supports a healthy variety of styles and capabilities, within a hopefully neat modular framework. With that as a foundation, I look forward to then seeing what kinds of game I can make. While I work through the design of that project, I'm getting familiar with the new tools, brushing up with the tutorials and generally enjoying myself.
Below are grabs from some of my earlier tests with Torque 2D.




The graphics used in the first image, suitable for a paratrooper clone (assuming the 'troopers' are sidling robots), are freely available for those with a use for them:

Cheers,
Glen.
About the author
Recent Blogs
• Platforming with TGB• Moving ever forward.
• Sandboxes, Shmups & Tilemaps
• Endless War
• Hitting the road.
#3
seekergamingsystems.com
06/22/2006 (1:15 pm)
FVSC is in here somewhere - they have an interesting idea of navigation, and I couldn't find it easily enough: seekergamingsystems.com
#4
06/25/2006 (3:48 pm)
Looks good! Good luck with your endeavours :)
Torque Owner Philip Mansfield