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How do I get around TXB?

by Dallon Feldner · in Torque X 2D · 07/28/2007 (3:38 pm) · 7 replies

Well, I'm not exactly interested in selling my games, so you can understand why I don't want to spend $100 on Tourqe X builder...
Is there any way to NOT use TXB?

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#1
07/28/2007 (4:36 pm)
Of course, hand edit your XML scene file. Good luck though, this is not going to be easy. But you can start with the free 30 day trial, and then afterwards use hand editing.

Another option is to buy a Creators Club membership to code for XBOX360, you will get a free license for TXB.
#2
07/28/2007 (7:13 pm)
OK, thanks a lot.

Um... don't have a 360, so the last option doesn't sound too smart.
I'm guessing there's no Creator's Club for Wii.
#3
07/29/2007 (7:08 am)
I don't understand what you are asking. What is forcing you to use TXB such that you want a way not to use it? If I knew that I might be able to offer some suggestions.
#4
07/29/2007 (8:07 am)
The entire Torque X engine seems to be built around it.
#5
07/29/2007 (10:28 am)
The TorqueX engine was not built around it, check out TorqueCombat, that was done without the TXB editor.
#6
07/29/2007 (11:04 am)
Creator's club is specifically for XNA and Xbox 360. I doubt that there will ever be compatibility with TorqueX and Wii. However there are TGE licenses for Wii, and I'm assuming eventually TGB ones as well, but these are probably expensive and you need to be an actual game studio to obtain them.
#7
07/29/2007 (12:22 pm)
...That was a joke... because XNA is made by Microsoft...