Creating a game in seven days that uses 'Procedural Death Labyrinth' design elements, using Torque3D, AFX, UAISK, home-brew code and tons of third party art
Airship Dragoon has been updated to version 1.4! The hardcore, oldskool, GollopLike has had a massive update. The changelog is loooooooooooooooong!
This theme pack of 15 audio tracks are free to use, if you like these, please consider making a donation to my efforts at email@example.com via PayPal for any amount above $1.00. I made this pack for those looking for something different and unique. You can use these mainly in GUIs, menus and as backgrounds for levels and areas in your game. Enjoy
As you may have read recently in the latest post from Eric Preisz, GarageGames has formed a new professional services business and brand called GG Interactive. The company has undergone quite a metamorphosis over the last couple of years and is now making great efforts and inroads to being a go-to solution for technical development needs of companies in the game, themed entertainment and education spaces.
Do you know about the Myo? You really should know about the Myo! In this blog I'll be sharing some of my progress of my Myo integration in T3D.
This is a short story about our first game developing. I want to show you our casual game for iPad "Magic Mancala". The base of our game is a desktop game "Mancala".
The moment you (and me) have been waiting for has arrived, the release of the Advanced FPS Kit's Radar Pack!
We've just released Medusa Pro, a rock model creator. Medusa Pro can export models for Torque3D which import seamlessly into the world editor and include automatically generated LODs and collision meshes.
The long overdue expansion for the Tactical AI Kit, and I'm now introducing the brand new Weapon Pack! A fully-featured demo game is included.
I didn't get anything done on the programming front . I did get a basic workflow for 2D art with 3D elements. Which consisted of putting textures on a plane and then adding simple collision. It took a little trial and error.
Our metamorphosis over the past year is more about a change in how we make money than it is about a change of heart. The same people who were here are year ago are the same people that are here today.
Hey Everyone! If anyone has any doubts about Torque3D being a first-class, high quality engine, check out this LiveStream we did today with Beau Hindman of Massively: http://massively.joystiq.com/2014/02/24/the-stream-team-checking-out-villagers-and-heroes-new-client/ Old saying: Keep on truckin' should now be Keep on Torquein'! Damon
A month has already passed since the announcement of the future crowdfunding to port T3D to other platforms. It has been a quiet time, but there are also some good news. BeamNG people have offered me to work with them in the port of T3D, i can now work full time to finish the work i've been doing so far.
So, as many of you are aware, the next portion of my pack the AFPSK, is going to be one of the two "big" highlights of the pack, the advanced radar gui control. After a few long weeks of battles with it, the pieces are finally coming together.
In the final week before my kit hits the GG Store. I'm nervous and excited at the same time. I've worked on this thing since 2009 off and on losing code and sources from faulty HDDs and other miscellaneous unlucky mishaps but I'm finally here!
This is a quick how-to on using Bag's Advanced Character Kit models with the latest Torque 3D version. It does not require any source edits and shows how to turn on/off the meshes with torque script.
I've mainly when focusing on transitioning from using Unreal Tournament 3 to the Unreal Development Kit. Mostly just level design stuff and some scripting. Kismet is awesome for programming dummies like me! I hadn't done much with Torque in awhile, so I decided to jump back in.
This is an attempt to update an old TGE resource that displayed stars on top of the skybox, to work with current version of T3D.
Ever wanted to determine whether your mouse click was inside a particular polygon shape instead of just the OOBB/AABB? Here's how to do it!
What does 60 Tons and StackOverFlow have in common? No Unit Tests! How do can you test without unit tests? Loyal users, that's how.