First Date With TorqueX
October 8th, 2008
| 3 comments
Last night I spent about two or three hours playing with TorqueX. I don’t have much to say on it since I didn’t get much actually done, but I’ll hit upon a basic pros/cons list from that time:
Pros:
- I love the way TorqueX handles sprite sheets. Import the file, give it the number of rows and columns, and it handles it.
- Animation those sprite sheets is also really great.
Cons:
- From what I saw, there was no option to render my sprites with point filtering. I’m going to keep looking and asking, but if that functionality doesn’t exist, it’s a complete no-go for my project.
- TorqueX Builder must be using the graphics card pretty hard, even for the UI, since my laptop heats up if I leave it open for too long. I wish they had a more conservative UI (even as a preference to switch to) so I could save on that heat a bit.
I’ll be giving TorqueX some more time tonight. Going to try and keep bugging the TorqueX forums (or emailing them if that’s what it takes) to find out if point filtering is possible. I also want to play with some of the tilemap features they have going.
Possibly Related Posts
(Automatically Generated)No Second Date for TorqueX
Scaling retro sprites at build time
Surveying the Options
Where Has Nick Been?

What are you looking for with an engine, I have been playing around with Flat Red Ball, and it has nice features.
I still fine that I would like to do things myself for an Iso Game.
Well the interesting thing is I’m less worried about the engine and much more interested in the editor. My game is going to require an editor or else it will simply take forever to make. The engine is still important (as I don’t want to write that either), so I’ll give Flat Red Ball a look. Thanks for the tip.
unfortunatly there is no editor, but it does handle alot of the annoying I don’t want to write stuff.
I am actually search the web high and low for my Iso Game, there is so little information for them