Game Development Community

Platformer Start-up Kit for Mac users?

by John Haley · in Torque Game Builder · 06/26/2007 (11:57 pm) · 8 replies

Will there be a platformer start-up kit for us Mac users? I've been having a lot of trouble getting platformers to run correctly, and would prefer to use Torque X Builder (which is available in my account). The problem is, I own a Mac. And apparently, virtual PC does not work on Intel-based Macs, so I am now downloading the Boot Camp beta in the hopes that I can install Windows on my machine and give Torque X a try!

I've also been playing around with the TBG 1.5 beta, which is very cool. But I still can't get my platformer to run quite right at this point.

So my question is whether GG plans to do one of the following:
(1) Make Torque X available for the Mac
(2) Sell a Platformer Starter Kit for TGB 1.5

As long as I can get a hold of that starter kit, I'm happy!

About the author

SUMMER PROJECT: Currently working on PSK tutorials. SHORT-TERM GOAL: Make a basic platformer level. LONG-TERM GOAL: Make a co-op platformer in which the two protagonists use their unique abilities to support each other.


#1
06/27/2007 (12:57 am)
TorqueX is based around XNA which is microsoft only, so not going to happen ...
#2
06/27/2007 (1:21 am)
@John: Also look at Parallels 3.0, and VMware beta 4 -- both of which virtualize Windows quite effectively and support Direct3D applications to a greater or lesser degree.

@Marc: Depending on the particulars, perhaps it would be possible for games to be deployed using Mono, making Mac and Linux support viable (a la Unity).
#3
06/27/2007 (2:23 am)
Funny you should mention that; Jon! I just downloaded Parallels 3.0. I only have the 15-day trial key now, and will need to wait for my wife to get home since I have no idea where her Windows install disc is.

Glad to see your recommendation, since I never heard of this software until today.
#4
06/27/2007 (8:51 am)
It depends on whether or not the XNA GSE will be ported to Mono at this point. Then the conversion of TorqueX.
#5
06/27/2007 (5:09 pm)
Well, theres the option of convertin the Platformer kit code to TorqueScript... it must be a hazzle, but still doable... and the art resources can be used in TGB right out the box!... im thinkin on buyin, but gonna have to wait a lil.
#6
06/27/2007 (5:55 pm)
That presumes that things like the physics implementation in Torque X Builder are consistent with Torque GameBuilder. I think it might be a bit premature to make that assumption at the moment...
#7
06/28/2007 (8:33 am)
Parallels will not work with XNA of any type. The new version only supports Direct X 8.1, you're best best would be boot camp.
#8
06/28/2007 (5:14 pm)
Thanks for the warning Sam. I was going to install Vista tomorrow... but since you've aready warned me Torque X won't work, I'm glad I haven't spent any money on Parallels yet. I also downloaded the Boot Camp beta, so I can experiment this weekend.


EDIT- Of course, the real question I have is whether or not there will be a Platformer Starter Kit for TGB 1.5, since I already know I can run that on my Mac.

And if anyone out there has successfully run Torque X on a Mac, I'd love to hear about that!