Game Development Community

Path from TGB PC to Xbox 360

by Conor O Kane · in Torque X 2D · 04/03/2007 (6:12 pm) · 4 replies

Hello I'm a new owner of TGB, just getting started out learning scripting. My ultimate aim is to get a game up and running on the Xbox 360. I'm just looking for some advice on how to start out so as to avoid problems when moving over to the Xbox.

I'm designing my game for a 1280x720 window. For now I'm learning the ropes on the PC version and hoping to port my project over to TGB X once it's playable and get an XNA creators club membership. Is this a good way to proceed or should I just begin my project on TGB X? In other words, is it easy to move a project from TGB to TGB X?

Oh, and one more thing. Where can I download TGB X - it doesn't show up on my downloads page in my garage games account. I have purchased the TGB indie license. All I see there is the TGB indie license, torsion demo, and TGB 1.5.0 beta.

#1
04/03/2007 (7:11 pm)
I think you've got something misread but it's understandable as it can be kind of confusing if you are new. TGBX is not an engine of it's own. TGBX is a toolset, that comes with the TGB license, for the TorqueX Engine. TX is built on the XNA Framework which is written in C# and is the only engine that will run on an Xbox 360. TGB is purely a PC engine. There is a tool for transfering your TGB level data into TGBX but that will not account for your code. You would have to port all of your code into C# which I consider to be a heavy undertaking, especially if you do not know TX very well. I would suggest that you, if you really really wanted the game to run on the 360, start coding with TorqueX (it's free). But if the 360 is not entirely necessary I would make it with TGB as it is much more stable and has many more cababilities, especially with the new behavior functionality.

Hope that clarified your confusion.

EDIT: Oh yes and your last question. TGBX comes with the TorqueX bianary install. Use the registration code from TGB to unlock the full version of TGBX.
#2
04/04/2007 (1:42 am)
Thanks for clearing that up Luke - I had thought that TGBX could still use my torquescript code and interpret that on the Xbox 360.

It looks like I'll have to switch to C# instead of torquescript :-(

When using torque X do I still get the advantages of TGB's collision detection and mounting and other useful 'pre-written' code? Also, am I right in assuming that if I switch to Torque X and TGB X, my game will still run in windows? Finally, is TorqueX a 2D engine like TGB for windows is?
#3
04/04/2007 (6:40 am)
TorqueX, though it is still in beta, is a powerful engine. The engines differ slightly but TorqueX was originally built with the framework of TGB in mind, so if you know TGB, TorqueX will not be difficult to learn. TGBX is essentially the same as the editors in TGB but optimized for TourqueX so yes all of the cool features like mounting and setting up collision are in there and you have the added bonus of working with components. Finally, yes, TorqueX will run on windows if the user has the XNA Framework installed.
#4
04/04/2007 (5:38 pm)
Thanks Luke - I'm convinced now that TorqueX is the way to go for me.