Game Development Community

Cant make xbox games

by Alistair De Blacquiere Clarkson · in Torque X 2D · 04/02/2008 (12:20 pm) · 6 replies

Hi,

I've got xna deploying xbox games perfectly, but with torque x I only seem to get projects for windows. I installed torque x 2 (non creator club) then uninstalled and reinstalled the creator club version.

I'm given the option of 2 starter game projects and i choose starter game 3D, but there is no option to deploy the games,

Help

#1
04/02/2008 (12:27 pm)
Okay, found it, create a copy of the project as a n xbox game, still this should be in the user guide somewhere noticeable
#2
04/03/2008 (12:04 pm)
Have you gotten this to work, and if so, you can list out the steps you took to get it? I can't figure out how to get a Xbox360 Torque project to compile. There seems to be a lapse in the doc's when they switched to 2.0.

They say to use the TorqueXboxproject converter utility, but that doesn't work, even on a fresh template project that I created. it says "ignoring solution" because it already found an Xbox360 string in the solution. After I remove the Xbox 360 build configuration for the torque project, and then run the converter, it will just crash with an unhandled exception.

So instead, I tried to use the create a copy for the Xbox360 option (Right click on my game project and selected create a copy for xbox360). After I do that, and try to compile, I will get 100+ errors about how it can't find GarageGames namespace. I then tried to add a reference of the Torque project into the newly created xbox360 game copy, and it said it could find a valid target. I had to create a copy of the Torque project itself for Xbox360. It would then allow me to add the reference into the xbox game project. After that, it fixed the GarageGames namespace errors, but it still complained about not having a correct output directory. Am I missing a step? Is is really this hard to setup?

Can anyone help me? Torque-X is supposed to be a code-once solution for 360 and PC, and so far I can only get it to run on my PC. On top of that, the new version of Torque (2.0) is supposed to simplify deployment! This doesn't seem simple to me!

-RM
#3
04/03/2008 (12:18 pm)
Ok, after messing around a little while longer, I've determined that I have to set the Copied Torque Xbox project to release (debug builds fail), and it will compile fine. However, that means that I can't debug on the 360. Does this sound accurate? ...and if so, does everyone just debug in Windows, and test on the 360?

Thanks,

-RM
#4
04/03/2008 (12:41 pm)
Cheers Rick, thats just got me up and running.

Garage Games:
This kind of stuff really REAALLLY needs to be in the docs in the section: Starting from a Project Template
#5
04/08/2008 (3:17 pm)
I posted about this a few days ago here: http://www.garagegames.com/mg/forums/result.thread.php?qt=73881

@Rick, You don't need to set your game to Release, just the Torque Engine project. In my thread I posted a link to a short video that demos the "Copy to Xbox 360" process form start to finish.

Hope it helps.
#6
04/09/2008 (7:48 am)
Thanks for the reply, I figured it out after messing around with it for several hours. It was very frustrating! Thanks for detailing out the process for any other new people trying to get it to build properly.