TGB to XBLA
by Mike G. · in Torque Game Builder · 10/26/2009 (8:46 am) · 6 replies
How hard is it to get a TGB game on an xbox (XBLA)? I know Torque X 2D is aimed more towards the XBLA scene, but it's odd that TGB seems like the same editor and is 100$ more than Torque X 2D. Is there a reason why TGB is priced $100 more expensive?
#2
10/26/2009 (12:04 pm)
Thanks for the prompt and descriptive response.
#3
Also, is it planned for T2D to be XNA compatible?
10/26/2009 (6:30 pm)
I noticed one of the questions weren't answered (though I thank you for answering the others in full detail). Why does Garage Games feel TGB is worth $100 more than Torque X 2D?Also, is it planned for T2D to be XNA compatible?
#4
Torque 2D is a C++ engine, which would mean that you would have to do a total code conversion for XNA.
10/26/2009 (6:41 pm)
TGB came about before XNA and TX. The pricing model was put in place for a binary and source version.Torque 2D is a C++ engine, which would mean that you would have to do a total code conversion for XNA.
#5
Is that a new requirement?
I was under the impression that only the hobbiests homehacker market (known as Indie Marketplace, not available to most countries at all) required XNA and that it is not required and commonly not used for any of the real distribution channels (XBLA / X360 Retail)
10/26/2009 (9:46 pm)
Quote:Torque 2D is a C++ engine, which would mean that you would have to do a total code conversion for XNA.
Is that a new requirement?
I was under the impression that only the hobbiests homehacker market (known as Indie Marketplace, not available to most countries at all) required XNA and that it is not required and commonly not used for any of the real distribution channels (XBLA / X360 Retail)
#6
XNA is a place for independent and hobbyist games. I do believe that a few companies have made the transition from XNA to official XBLA channel and certification, but I do not know if they had to port from C# to C++ and the XDK to do so.
10/27/2009 (10:48 am)
I'm not sure I get the question, Marc. Any C++ engine would require a complete code conversion to C# and XNA, porting towards the XNA specs (Live networking, etc). Porting a game made in Unreal, C4, or Torque would require a total code conversion. Using a C# engine like NeoAxis would require less of a total conversion for game logic, but you would have to port all of the engine internals to XNA.XNA is a place for independent and hobbyist games. I do believe that a few companies have made the transition from XNA to official XBLA channel and certification, but I do not know if they had to port from C# to C++ and the XDK to do so.
Associate David Montgomery-Blake
David MontgomeryBlake
TorqueX 2D, being built on top of XNA, is a pretty direct route to the XBLA Creator's Club/Indie community channel. Once you have your game, you can submit it to the community, have it vetted, and get it up for sale according to their current pricing scheme. Since it is built on XNA, the TorqueX 2D engine (as opposed to the scene editor) is in C#.
Torque 2D (previously TGB) is a C++ engine. To port to the XBox, it would require either an official dev license from Microsoft and the latest XDK or a complete conversion of the source code from C++ and TorqueScript to C# under XNA. Level data and such transfer pretty easily, but you would have to completely reprogram all logic in C#; as well as any functionality that did not have parity between the engines.