is xbox still supported?
by Gary Roberson · in General Discussion · 03/08/2012 (5:12 pm) · 7 replies
I just checked the products page on GG's main website.
I didn't see any mention of TorqueX, Torque 360, or any of the other console versions of Torque.
Does GG still support these devices?
I didn't see any mention of TorqueX, Torque 360, or any of the other console versions of Torque.
Does GG still support these devices?
About the author
#2
03/08/2012 (5:55 pm)
What about xbox 360, or torque for Wii?
#3
03/09/2012 (8:45 am)
Um, you can't get access to CEV w/out having a TorqueX license... how do I get access if I can't buy the torquex license??
#4
03/09/2012 (10:12 am)
We have removed the console page because the vast majority of e-mails we received from the pages were from developers who did not have a devkit or any finances to get one. Serious inquiries always contacted us through licensing or through the Nintendo developer portal.
#5
It appears that to get licensed w/ microsoft, beyond signing god knows what it is just 99 bucks a year. Am I missing something? This is really just a curiosity, like I have time to mess with the XBOX, but maybe others might be curious.
03/29/2012 (5:52 am)
David,It appears that to get licensed w/ microsoft, beyond signing god knows what it is just 99 bucks a year. Am I missing something? This is really just a curiosity, like I have time to mess with the XBOX, but maybe others might be curious.
#6
For Torque 2D or Torque 3D, the only feasible way is to have a devkit and an approval slot from Microsoft or a publisher. It also means having a higher budget.
XNA is a great platform, but the visibility has been limited significantly and the push to Win Phone 7 has back-burnered much of the Indie channel development.
03/29/2012 (6:30 am)
That's for XNA. All C++ and TorqueScript would have to be re-written in C# and abide by the XNA framework rules, which severely limits things like networking--at least on the 360. You can use various .Net networking libraries on Windows under XNA, but not the 360. Torque X was an engine that was built on XNA, but we had to discontinue it to concentrate on our other engines.For Torque 2D or Torque 3D, the only feasible way is to have a devkit and an approval slot from Microsoft or a publisher. It also means having a higher budget.
XNA is a great platform, but the visibility has been limited significantly and the push to Win Phone 7 has back-burnered much of the Indie channel development.
#7
03/29/2012 (6:37 am)
The $99/year subscription is for the Creator's Club (or I guess that would be App Hub now), the Indie channel on Xbox Live. That only allows games made through XNA. Torque 360 requires being a fully licensed developer by Microsoft as it uses the full XDK and is meant for developing a game that would be pressed to disc, or published in the non-Indie channels of Xbox Live.
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