Videogame Biscuit

All about amateur game development

Entries for the ‘Torque’ Category

Configuration, part 2: mapping input keys

In this tutorial I will explain how to remap input keys using an XML file and a configuration dialog box. First of all, here’s the config dialog. I assume you are familiar with the TGB GUI builder for this.

Most of the action will take place in the listbox under “Keyboard input”, wich is a GuiTextListCtrl […]

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Configuration, part 1: XML files

I finally got a system up and running for setting and storing configuration settings. It wasn’t easy, since many of the functions I had to use weren’t exactly very well documented. Everything works now, so here’s a tutorial on how I did it. I’m gonna start with XML files, since that’s what I use to […]

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Naming conventions

Without proper formatting and decent naming conventions, programming code can become incredibly confusing. And, of course, this is starting to happen to me all over again. A particularly annoying problem in Torque occurs when you use the same name for several things. It has happened a few times before that I used the same same […]

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Creating a resolution independent status panel

The status panel I created for Wasabi Defense required a bit of coding for making it resolution independent. The problem with Torque is that the level builder and GUI builder use different coördinate systems. The level builder uses world coördinates. These aren’t affected by the screen resolution and have, by default, the origin placed in […]

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Changing the application icon

When you have made a game with Torque Game Builder and have built the package, you’ll notice that the executable file has the same icon as Torque Game Builder itself. If you want to change this, you will need the source code, wich comes with the professional version. Of course, it’s kinda silly to spend […]

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