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Welcome to the BrokeAss Games homepage and headquarters on the Internet.

Our focus is on indie game development and we specialize in many related aspects of the industry.

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BrokeAss News for

Jun 4, 2011 - Microsoft Kinect mocap into Torque3D via Ecstasy Motion
This is some early footage testing out a realtime depth datastream from the Microsoft Kinect controller into EcstasyMotion, a physics/animation app developed in the Torque3D engine.


Apr 15, 2011 - Advanced Character Kit port to Torque3D
The ACKT3D official port has been uploaded to your Products page at!


Aug 26, 2010 - Spawning 1000 unique NPCs from the database using MPK (Multiplayer Persistence Kit). Just a tech vid, or does this mean BAG is getting back towards MMO development?


Aug 6, 2010 - SIGGRAPH 2010 - EcstasyMotion (mocap as game controller)
Demonstrating mocap device as game controller. We're using our app EcstasyMotion to stream mocap data from an Optitrack mocap system into Torque3D. Zombies and player are Daz3D Game Ready Content. Available for purchase here:


More News Here...

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[May 13, 2011, 09:47:37 AM]

Garage Games Blogs
There were a lot of great events in 2015, of which my favorite was the revitalization of Torque 2D MIT. Peter and Chris have taken up the reigns and wasted no time in improving our favorite 2D game engine. If you check out the GitHub pages for Contributors and Commit Activity, you will see a huge increase in activity. So it should be no surprise that we have a new release!
Christmas is over, but it's not too late to enjoy one last present! Torque2D is better than ever with new features and the return of Ogg, the great and powerful! Now there's a gift we can all enjoy!
My Ambient World is relaunching with new content and alot of our older packs for audio design are now available. Featuring Ambient Audio, Textures, 3D Models and Terrains. We have a great start to any project. Check this out...
This is the intro to the Gods and Nemesis -- The Making of the Video Game Demo -- series using only free software based on the prelude to the published book. The first set of videos will go over what the various programs do and then it will show you how to begin using these tools. Thank you for taking the time to watch!
You can now pick our shader collections for half of the normal price. Discounted are also our high resolution texture collections.
Hey guys, we've got a couple of update videos to show our progress to date. Any feedback is welcome!
Made it through the first phase of beta, from 10/16 to 10/31. Phase 1 consisted of a pumpkin hunt where collected pumpkins were redeemable for costume part masks, and scarecrow demon spawns were placed at chokepoints on all the maps. The scarecrows had their own set of masks which awarded randomly. And now working on phase 2.
In Todays dev blog we will be showing off Enduring lifes inventory screen and system. A 6000 line beast written in TorqueScript complete with graphical user interface and Grid logic.
I was wondering the current status off GG. Most of my friends say Garage Games has went down the drains. They say it used to better when they paid for GG engine upgrades.
Greetings everyone! Long time, no blog. I'll keep it short and sweet. Torque 2D MIT has been at a standstill for a few months now. For anyone who follows the GitHub feed, you may have noticed a recently flood of fixes and pull requests. I was recently contacted by Peter Robinson, who wishes to take over the engine, rebuild the committee, and push T2D to the next level.
Today we reached a big milestone in our game, Enduring Lifes development, we launched our official website! Although we have a ton of development behind us we do have some ways to go still before release and for that time it is our hope that you want to follow us along as we inch closer to our goal.
Finally I found some time to get the steam release ready, you can download and play Uebergame now through Steam.
As I said in a previous blog, the biggest reason, and in-fact the only reason i quit the scene a decade ago, was because myself and my partner in crime had invested a fair bit of time in development and planning, concepts and proofs, all over the course of a year and a bit. We had to do most of this part time, and had many late-night sessions dev sessions.
Torque 3D 3.8 is officially launched! This blog post covers information about the new release, as well as the plan for 3.9.
Decided it was time to post an update about work on WOA. Planning to do three short betas over this quarter at this point, although still far from done.
When I started using T2D nearly a decade ago, one of the first things I did was add some script functions to SceneObjects to change their blendColor over time. I've now built those functions into the engine and I'm releasing them to the world!
Two years after the fact, I've finally started converting my game, Pirate Code, to T2D MIT. My game had 25 particles effects to convert so I wrote a script to do the work for me. I've included it to help others along with what I've learned.
When using the ScatterSky object in your scenes, there is no object you can use as a horizon just like the SkyBox object. Now the new SkyLine object fills the gap!
Small preview of my game currently in development. Embedded is a video that showcases a few of the features implemented in the current build of the game. There are a few more that didn't make the cut, but will be showcased in a future preview.
Just a heads up for those of you following games made with the torque game engine(s). I had nothing to do with the making of this game (DEAD STATE) but it was made using an version of the Torque 3D game engine.