TorqueX 2D running on Xbox360
by Jacob Fletcher · in Torque X 2D · 05/13/2009 (1:20 pm) · 5 replies
Does anyone know how to port the windows version of a TorqueX 2D game over to Xbox360?
I have set the dependencies right and as far as I know the references are set right but it still shows build errors. The game runs in Windows but not when I try to make an Xbox360 build.
Is there something I am doing wrong?
EDIT: Nevermind, I finally figured out what was going on. All I needed to do was assign the "Torque2D" and "TorqueCore" to Release
I have set the dependencies right and as far as I know the references are set right but it still shows build errors. The game runs in Windows but not when I try to make an Xbox360 build.
Is there something I am doing wrong?
EDIT: Nevermind, I finally figured out what was going on. All I needed to do was assign the "Torque2D" and "TorqueCore" to Release
#2
08/06/2009 (7:04 pm)
Do you have a creator's club account?
#3
08/06/2009 (7:18 pm)
yes. Does that have something to do with why I can't compile the XboX version of the game? I believe I have to be able to compile it before I can deploy to the XboX.
#4
08/06/2009 (7:29 pm)
I've got it. You have to make XboX copies of TorqueCore & Torque2D and make sure the XboX game has a reference for XboX Torque2D and XboX TorqueCore and XboX Torque2D has a reference for TorqueCore. You then set your configuration manager appropriately, with the XboX versions "Platform" being set to XboX 360 and the x86 versions as such.
#5
08/07/2009 (6:59 am)
What Matthew said. Also if you do that then there is no need to set the Torque projects to release in order to deploy to 360.
Torque Owner Matthew