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Crazy for News

3rd November, 2006 at 21:11:14 -

How are you guys feelings about this.

"Most exciting from the hobbyist developer's standpoint, however, is the simultaneous launch of a Beta of GarageGames' Torque X toolset, a package of game builder, game engine, and shader engine that runs on top of the XNA GSE platform to allow for actual "drag-and-drop game building." While a degree of skill is required for polished results, pure amateurs will be able to tinker with the tools and begin to become familiar with the many elements of creating a videogame. "

Read the full article here:

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David Newton (DavidN)



Honored Admin Alumnus
3rd November, 2006 at 21:18:51 -

"While a degree of skill is required for polished results, pure amateurs will be able to tinker with the tools and begin to become familiar with the many elements of creating a videogame" - sounds very much like the situation with MMF, actually. The membership fee mentioned at the bottom is a bit steep, though.

But it's too early to say whether the claim of "drag and drop" game building will actually work. - Games, music, living in America

kmhvslj™ (Your Friendly Non-Bot Clicker)

5th November, 2006 at 10:05:31 -

At first when reading Rikus' post I thought about The 3D Gamemaker ( So not really something to be taken seriously, eh.

Oh well, I'd rather have the chance to develop console stuff with a frontend similar to MMF

Then again I prefer to play 2D games on PC, games that will mostly run on a PC that does not need to be one of the current models for sale. If I had a modern console, I'd except to play 3D games with excellent graphics.



At least 9001


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5th November, 2006 at 10:15:04 -

Drag n' Drop with 3D doesn't work quite as well as with 2D. There's the Z axis to worry about...

The Torque game engine is used in Marble Blast Gold, so if you wanna toy around with the level editor for that, it's probably very similar to this.
The level editor is accesible in windows or mac. I forget how to do it with windows, but in crapintosh, hit the ~ key while at the menu, and type in


then, in game, once you're in a level, hit F11. Level editor galore.



I'm on here way too much


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5th November, 2006 at 13:51:47 -

I disagree there Bibin, as I've come across something similar where you drag and drop and use the mouse wheel or keys to alter the selected axis or rotation, then click and drag to the measurement/size. Like where in MMF2, if you select something once you alter the size - selecting it again will alter the rotation.

So that shouldn't be a problem



VIP Member
5th November, 2006 at 13:59:24 -

I tried the XNA framework beta for C#, and it's nowhere near as intuitive as MMF. I have experience in Java, and a bit in C++ and Visual Basic, and it still took me the better part of an afternoon to have the player be able to control a sprite along one dimension, with inertia and animation. Granted, a good deal of that was debugging because I made the stupid mistake of storing coordinates in integers rather than floats. Maybe Torque will make it easier, but it won't be free, right?

Anyway, there's a bunch of features integral to game programming that aren't even included in it. Here's what one user had to go through to get pixel-perfect collisions alá MMF:

"Omg. Where did they get the idea to not use army guys? Are they taking drugs?" --Tim Schafer on originality in videogames

Wicked Studios

7th November, 2006 at 18:46:19 -

i myself have checked out this program out, but i didnt get very far with it... if only they could make mmf2 compatible with the 360 lol

"Actually sir, we found a tiny unicorn in your exhaust. It was jumping around poking holes in your gas tank." "Oh thank you I did not know that. A tiny unicorn? Wow."

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