I’ve started my attempts at building the TGB 1.5.1 on OpenSuSE 10.3… and failed miserably. There are some issues with the code that go beyond my C++ skills. Fortunately, the Garagegames forums have some very intelligent developers reading the lists.
The following on the GG forums fix some major problems, but I still have some trouble getting a clean compile.
Overall, it’s impressive to see the amount of warnings due to a missing newline at the end of the file…
I really do wish to get this one to build, before tackling the 1.6 and 1.7 which were released recently.
The Torque Game Builder (formerly known as Torque 2D) has reached its 1.6 release yesterday. Even this is a new release in the 1.x version, there appears to be not as much change as we had in the 1.5 release. When I look at the changelog, much time has been spent on bugfixing. I wonder if the version number 1.5.2 wouldn’t have been more appropriate.
This gives us a new challenge… building this 1.6 release for Linux. As I mentioned in this blog before, some of us are working on getting the TGB available for Linux (hoping to get the interest of gaming companies, as the port is readily available for them to experiment with). While there has been fairly good progress on the 1.5.1 release of TGB, this means we have to start all over again with 1.6. But that won’t stop us…
One of the strongest points about Linux is also its weakness: the distro. As a consumer, it’s great to be able to search hundreds of linux distributions, knowing that if you don’t find a distribution that perfectly matches your needs, you can always start your own.
As a software developer/distributor, that part is the biggest nightmare of them all. Linux is very complex software, constantly changing, and for most software, different distributions differ just enough to impose a totally different way of handling software for them.
For the distribution of your software, instead of having 3 major OS blocks to write software for, al of a sudden you have Mac OS, Windows and a multitude of Linux dialects that differ enough to be considered small OSes themselves. Instead of 3 platforms, you suddenly have 10 of them. The Linux market on it’s own isn’t that much of a behemoth, so this further splintering is for many interested parties the proverbial last straw, and Linux gets tossed aside. Read the rest of this entry »
Global economics still have their influence on me, even when according to the media time is standing still right now in Belgium. True, we have been without a federal government for more than 150 days (the half-year mark is coming up soon), but that doesn’t mean us Belgians stop living and looking around.
That’s why I invested the needed sum (which is quite modest, taking into account the fact that the Dollar is quite weak at the moment, making everything quite cheap in terms of Euros for me) into the purchase of the TGB Adventure Kit.
Until now, I’ve just been able to install it on top of the TGB 1.5.1 (latest release) and have a little play with the demo game. If you’re interested, there’s the video on Youtube about the TGB Adventure Kit:
At the moment, I’m watching the quite thorough documentation that’s available at the moment on TDN for licensees of the Adventure Kit. That’s one of the main reasons why I’m so satisfied at the moment. This will make my life so much easier in the nearby future.
One of my countrymen (Ward De Lange) is working on a casual match-3 type of game, with a twist (you can take that quite literally). I thought I might share the gameplay video he posted on Youtube to give you an idea about how the game will be. I must say, it looks quite nice.
I’ll try to get some more info about the beta he is talking about on his blog on Garagegames.
I must say I’m quite anticipating this game. Can’t wait to see more.
… and I don’t mean to turn it into juice. After the presentation about blender2crystal during the Blender Conference 2007 in Amsterdam 2 weeks ago, I have started thinking about a possible way to do the integration better between Blender and the Torque platform.
I’m still in the investigative phase, but these are some of the links I’m considering reading when I have time.
This isn’t really hot anymore, as the news has been around for some days. However, on the GarageGames forums, discussion is still very present concerning this deal. I chose the word concerning very carefully, as that seems to be the major sentiment in the GarageGames community at the moment. This is a development that concerns everyone investing time, money and effort in something Torque based, so I’ve been following the discussions a bit over the last days. Read the rest of this entry »
Carl J has a nice little article on his site (which got utterly overloaded when this appeared on codeproject.com) listing and discussing a multitude of Free VS.NET Add-ins. It’s highly VS.NET 2005 centric, but some of them are mentioned as being compatible with VS.NET 2003. I guess your mileage might vary.
I’m sure I would have liked some of these Add-ins when I was still working at Reprobel. The free refactoring stuff sounds like the stuff of dreams, and the NDoc version we used (the last available one) was having some problems with our codebase.
I just found this short, but interesting walkthrough of Torque Constructor. This isn’t the most recent any more, but it’s a good start. I’ll have to check myself whether the changes in the newly released versions are really making sure the bugs are getting resolved.
I’ve never been a fan of QuArK, but maybe that was bacause at the moment of finding it, I didn’t have any project at hand to try it out.