Torque for Wii
by Vern Jensen · in Torque Game Builder · 10/30/2009 (1:53 am) · 6 replies
Can anyone tell me anything about developing for the Wii? Is it difficult to become approved by Nintendo to develop for them? Expensive?
And Torque for Wii -- does this use ToqueScript? I hear that Torque for XBox has to have all TorqueScript rewritten in C#. What about Torque for Wii? What "scripting" language or programming language does this use?
What about the new Torque engine -- the intent here is "write once, publish everywhere." How will this work, with the discrepancies between XBox (which uses C#) and the other Torque engines that use TorqueScript, and Torque for Wii, which uses who knows what?
Even if you don't have answers to all these questions, please post if you have info on any of one of them.
Is it true that Torque For Wii contains all the features of Torque Game Builder?
And Torque for Wii -- does this use ToqueScript? I hear that Torque for XBox has to have all TorqueScript rewritten in C#. What about Torque for Wii? What "scripting" language or programming language does this use?
What about the new Torque engine -- the intent here is "write once, publish everywhere." How will this work, with the discrepancies between XBox (which uses C#) and the other Torque engines that use TorqueScript, and Torque for Wii, which uses who knows what?
Even if you don't have answers to all these questions, please post if you have info on any of one of them.
Is it true that Torque For Wii contains all the features of Torque Game Builder?
#2
One more question: I "broke the rules" when doing my game, and had to rewrite portions in C++ to get it to run fast enough, even on modern computers. Do you know if that's possible on the Wii too? (Rewriting portions in some compiled language... C++ would be ideal, but anything compiled would be fine.)
-Vern
10/30/2009 (3:32 am)
$2000 is not bad at all. I don't have an office address though. Would that actually prevent me from publishing for Wii? One more question: I "broke the rules" when doing my game, and had to rewrite portions in C++ to get it to run fast enough, even on modern computers. Do you know if that's possible on the Wii too? (Rewriting portions in some compiled language... C++ would be ideal, but anything compiled would be fine.)
-Vern
#3
10/30/2009 (3:35 am)
Hmmm... or would getting a P.O. Box qualify for an office address? (i.e. something permanent is what they're looking for?)
#4
There are source versions of the engine, of course. Writing C++ code is expected, and even necessary for the 3D engines. You have only limited options to move away from the core FPS mold without source modifications. For 2D, you can get away with most logic in script if it's fast enough, but you are doing a "bullet hell" sort of game, aren't you? Special case, prime candidate for heavy C++ use :)
Prices for the console engines can be quite a bit higher, though. They're a pain to get approval for from the console manufacturers, and that costs money.
10/30/2009 (4:00 am)
You MUST have an office address. I think Nintendo only ship the development Wii by messenger.There are source versions of the engine, of course. Writing C++ code is expected, and even necessary for the 3D engines. You have only limited options to move away from the core FPS mold without source modifications. For 2D, you can get away with most logic in script if it's fast enough, but you are doing a "bullet hell" sort of game, aren't you? Special case, prime candidate for heavy C++ use :)
Prices for the console engines can be quite a bit higher, though. They're a pain to get approval for from the console manufacturers, and that costs money.
#5
10/30/2009 (5:42 am)
When I looked at becoming a Nintendo developer, they required a physical office with the ability to secure away documents (like a safe). I haven't looked at the WiiWare side of things, though.
#6
10/30/2009 (6:31 am)
Same requirement for Wiiware :/
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders
For disc titles, Nintendo prefer people with at least a couple of published titles on any platform.
Torque: Write directly to GG, and they'll give you a full list of features and prices. I know you get a mix of TGE and TGB. I think it also uses TorqueScript (it's faster than an iPhone, probably :).
Note: There's no Xbox discrepancy to worry about - the Torque X products are their own realm of engines ;)
The C++-based engines are all unifying their cores, so you have the two T2D and T3D layers on top of an API with backends for all the different platforms. At least that's what it's looking like now, with the announcement of T3D for iPhone being an add-on to T3D and T2D following suit :)