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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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Garage Games Blogs
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.
I'm sharing a couple useful scripts that cleanup the errors generated by the default art assets. While its not the perfect solution, I've found no adverse affects from this. Plus it reduces the warning clutter or spam generated when using these assets and likely many others you may find free on google. These scripts require a Linux OS or (for majority of users) the installation of the free tool: cygwin
2D GUI HUD Creator is a WYSIWYG tool for Indie Game and Application Developers with little or no experience in interface artwork. It comes packed with a growing library of prefabs that you can add to the workspace, customize and export them to use in your games and applications. Royalty free!
Yet another unfinished project pushing Torque2D into unfamiliar places. T2D tips? Check! Isometric goodness? Check! 3 Screenshots for the price of one? Check! Vain attempt at filling out the preview text box? Read on to find out....
I'd like to suggest that some of the major contributors to keeping Torque 3D and 2D chugging along and become better tools for game development to create Patreon pages to encourage their continued effort and maintenance of their contributions.
That's right. Nope, I'm not kidding. Yes, you can download T3D 3.7 right now! Yes, the next version is 3.8!