Startergame 2d to 360 initial settings.
by Steve Wigmore · in Torque X 2D · 04/25/2009 (3:43 pm) · 0 replies
Hey everyone,
I'm pretty new at all of this torque x stuff. But I had a LOT of problems getting the basic startergame 2d to deploy to 360, or even build for that matter. But with a few basic tweaks it can be compiled and deployed without any serious errors.
So for anyone who is completely new to visual studio and torque x (like myself), here's a step by step to get the starter game 2d to deploy to xbox straight out of the box.
1) install visual studio c# 2005 express (if you have 2008, this could be an issue)
2) install xna 2.0
3) install torque x (or torque x 2d pro)
4) update visual studio c# with service pack 1 (windows update might do it for you if you check)
4a) if you're running vista, you'll also need to install a service pack 1 vista patch
5) run visual studio c# 2005 express.
6) start a new project and select Startergame 2d from the templates.
7) after a few moments (or minutes, depending on your system), you should see a hierarchy of files, folders, and categories on the left hand side. the two main headings should be GAME and TORQUE.
8) right click on the GAME heading and select copy for 360.
9) right click on the TORQUE heading and select copy for 360.
10) inside the GAME heading, you should be able to expand it and see another subheading labeled REFERENCES. right click on this and select add reference.
11) under the PROJECTS tab, select Torque and hit ok.
12) select the XBOX 360 COPY OF GAME heading and expand it. select the references sub heading, and right click on it. select add reference.
13) under the PROJECTS tab, select XBOX 360 COPY OF TORQUE and hit ok.
14) now, select BUILD>CONFIGURATION_MANAGER. and set the following settings.
active solution configuration: release
active solution platform: xbox 360
game | release | x86 | build[ ] | deploy[ ]
torque | release | x86 | build[x] | deploy[ ]
360game| release | 360 | build[x] | deploy[x]
360Tx | release | 360 | build[x] | deploy[ ]
hit ok.
15) make sure your build options at the top of the window are set to RELEASE and 360.
16) on your xbox, go to your game library... under community games and run the xna game studio connect.
17) in visual studio, under build, select deploy to 360.
the game should deploy to the 360... when it's done, your game should now be installed in your xbox under community games and you can run it.
you will be rewarded with a black screen and a garage games logo.
from here, in theory, you can start using torque x to start adding to the game and making something that will actually work. and at least you know that, as a test, you can get something from your pc, to your xbox.
I'm pretty new at all of this torque x stuff. But I had a LOT of problems getting the basic startergame 2d to deploy to 360, or even build for that matter. But with a few basic tweaks it can be compiled and deployed without any serious errors.
So for anyone who is completely new to visual studio and torque x (like myself), here's a step by step to get the starter game 2d to deploy to xbox straight out of the box.
1) install visual studio c# 2005 express (if you have 2008, this could be an issue)
2) install xna 2.0
3) install torque x (or torque x 2d pro)
4) update visual studio c# with service pack 1 (windows update might do it for you if you check)
4a) if you're running vista, you'll also need to install a service pack 1 vista patch
5) run visual studio c# 2005 express.
6) start a new project and select Startergame 2d from the templates.
7) after a few moments (or minutes, depending on your system), you should see a hierarchy of files, folders, and categories on the left hand side. the two main headings should be GAME and TORQUE.
8) right click on the GAME heading and select copy for 360.
9) right click on the TORQUE heading and select copy for 360.
10) inside the GAME heading, you should be able to expand it and see another subheading labeled REFERENCES. right click on this and select add reference.
11) under the PROJECTS tab, select Torque and hit ok.
12) select the XBOX 360 COPY OF GAME heading and expand it. select the references sub heading, and right click on it. select add reference.
13) under the PROJECTS tab, select XBOX 360 COPY OF TORQUE and hit ok.
14) now, select BUILD>CONFIGURATION_MANAGER. and set the following settings.
active solution configuration: release
active solution platform: xbox 360
game | release | x86 | build[ ] | deploy[ ]
torque | release | x86 | build[x] | deploy[ ]
360game| release | 360 | build[x] | deploy[x]
360Tx | release | 360 | build[x] | deploy[ ]
hit ok.
15) make sure your build options at the top of the window are set to RELEASE and 360.
16) on your xbox, go to your game library... under community games and run the xna game studio connect.
17) in visual studio, under build, select deploy to 360.
the game should deploy to the 360... when it's done, your game should now be installed in your xbox under community games and you can run it.
you will be rewarded with a black screen and a garage games logo.
from here, in theory, you can start using torque x to start adding to the game and making something that will actually work. and at least you know that, as a test, you can get something from your pc, to your xbox.
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