View Full Version : Torque Game Builder v/s BlitzMax?
matthews_30
12-24-2006, 07:45 AM
i need some comments to make a decision and i would like to know your feelings about this.
i would like to develop a 2D game, simple RPG. i am not intending to sell this game i just want to try the simplicity of developing a game with this tools.
can somebody tellme wich of this 2 options he or she considers to be easier to learn and teach for 17 years old kids? (i am planing to learn for teaching).
Thanks a lot,
matt.
CabalDoug
12-24-2006, 08:08 AM
I can't comment on a comparison with Blitz as I've never used it, but I do use TGB and have been since the Early Adopter release.
My experiences with TGB have been nothing but pleasant. The torque scripting language isn't difficult to grasp and there is tons of documentation and community support for TGB. The have also, so far, been aggressive with version releases to add features and fix bugs.
You can download a demo version of TGB if you want to mess around with it before deciding.
I believe Drew Sikora lurks around these forums. He is developing two games using TGB at the moment. Here is his gamedev.net journal: http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=251283
Sybixsus
12-24-2006, 10:41 AM
Have you considered GameMaker?
http://www.gamemaker.nl/
zoombapup
12-24-2006, 11:24 AM
I use all the torque engine games. TGB is by far the friendliest of them and I think its fantastic.
RPG's with the adventure kit are pretty easy.
You might want to try RPG Maker XP though, if youre desperate to make an RPG.
coffee
12-24-2006, 12:11 PM
Well i dont use torque but from what I know and some source samples I've looked at it it has a steaper learning curve than BMAX. Torque also has a more C style syntax and featured IDE where as BMAX sticks with the eaiser BASIC style syntax and a simple but effective IDE.
In short for beginners I say BMAX. BMAX also dont need you to install any 3d party drivers/compliers etc (atleast for PC) it works out the box, not sure if Torque does.
But both engines in the right hands can create works of genuis.
...download the demos and and see what you think.
Christian
12-24-2006, 12:13 PM
Blitzmax is simpler to use than TGB, but no start learning i recommend game maker.
Russell Fincher
12-26-2006, 09:48 AM
Hey Matt, I'm not in the habit of self-promoting here, but no one has mentioned this yet and I think it's a relevant point...
You could look into the Adventure Kit (http://www.garagegames.com/products/90/) for TGB, which already has top-down camera mechanics, sorting, and collision laid out for a 2D RPG-type game as well as plenty of stand-in (or final, if you wish) graphics. It's an easy way to get started on a 2D RPG. My understanding is that Pacific Audio Video Institute used it in their Intro to Scripting (http://www.pacificav.com/gamedesign/gd12.html) class this past semester. So as far as its usefullness in a classroom, you could contact someone there about that. Email me personally for more information, if you like.
And I also have to add that the rather large and active community of Torque/TGB users is a very helpful thing and something you should consider when making your decision. The forums are great. But to be fair, I've never worked in Blitz so can't compare the two.
whisperstorm
12-26-2006, 09:59 AM
This game engine is pretty early in development, but it's already brilliant: NovaShell (http://www.rtsoft.com/novashell/).
It's basically a cross platform rpg/adventure engine using Lua scripting and is designed to be extremely easy to create and mod...
I'm bouncing back and forth between this engine and TGB myself.
Reactor
12-26-2006, 05:48 PM
The other option is Blitz3D plus Sprite Candy, if you're after a little 3D in your rpg.
Gary Preston
12-27-2006, 04:50 AM
I've not used Blitz so I can't really compare TGB to it, however I do use TGB and rate it quite highly :)
You can download a trial version (http://www.garagegames.com/products/torque/tgb/) which I beleive ships with a tutorial or two that should give you a rough idea of how the script side of things works.
The learning curve is steeper if you go for the pro version and want to modify the engine internals. But I expect the same could be said of most engines.
Sean Doherty
12-27-2006, 07:09 AM
In short for beginners I say BMAX. BMAX also dont need you to install any 3d party drivers/compliers etc (atleast for PC) it works out the box, not sure if Torque does.
I'd recommend Blide and your going to need something like FMOD for Music.
soniCron
12-27-2006, 08:12 AM
You can download a trial version (http://www.garagegames.com/products/torque/tgb/) which I beleive ships with a tutorial or two that should give you a rough idea of how the script side of things works. Beware that the "tutorials" are chock full of typos, especially regarding actual code. Also, you'll have to put on your thinking cap when you they refer to things that haven't been mentioned previously (or since) - you'll have to figure out what they mean by "copy the code from the other class," for example.
Matt Langley
12-28-2006, 03:49 PM
Well considering I'm very biased in all honesty, I would definately recommend TGB. But as Gary said, try it for yourself. We include the full documentation in the Trial version (Other than some online documentation and of course private forum access). I put a lot of pride in the TGB docs and the newest Framework I developed for them in version 1.1.3 (the latest release). They are not perfect but I assure you they are always being worked on and bettered :)
If you try it and run into any problems or just want to ask questions you can check out the GarageGames website (http://www.garagegames.com) and post in the TGB public forums. I typically scan these from time to time (sometimes quite a bit) and there are lots of helpful community members as well.
In any case I highly suggest you research them yourself. Definately take the advice from people, but make your own conclusion :)
Greg Squire
01-25-2007, 05:20 PM
Both TGB and BlitzMax are good engines and one could create an RPG with either of them. I've used Blitz3D (similar to BlitzMax) and TGB. I had the same debate sometime back and ultimately went with TGB, mostly for the built in editors that looked like they'd simplify development some.
It's important to note that BlitzMax is an engine that you build from without (starting from scratch essentially), however TGB is an engine that you build from within (it's more like modding in some ways). I would say BlitzMax is easier to learn, but TGB gives you more power right out of the "start gate". There's lots I like about TGB, but there are some "Torque Carry-overs" or what not that drive me nuts as well. My perfect engine would be one with the power of TGB, but the simpleness of BlitzMax.
You'll run into roadblocks and issues with either engine (as with any engine), but hopefully those will be small. If your goal is just to "learn one of these engines" then pick the one that appeals to you the most and then go for it. (Download the trial versions and "test drive" them to help you decide). However if the goal is to "make a 2D RGP", then I recommend looking at RPG Maker XP (http://www.enterbrain.co.jp/tkool/RPG_XP/eng/) (as was mentioned by zoombapup). The successful game Aveyond was written with this engine so it's certainly a capable engine.
My opinion is to use a tool that fits the job, rather than to try and fit the job to the tool. Sometimes using an engine that is very "genre specific" can save you a lot of coding work (as it's mostly done for you), and it sometimes has built in editors that again would save you time.
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