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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

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#1
08/06/2009 (6:10 pm)
I'm sorry. Can you help me with this? I right click my project to make a copy of the game for XboX 360 then I go to the Configuration Manager and set the XboX game to XboX360 Platform. Torque2D and Game are set as x86 with TorqueCore being the only one with an option for XboX360. Even if I set all of them to "Release" with "Active Solution Platform" as 360, it doesnt work. What am I doing wrong?
#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.