Game Development Community

Porting from TGB to XBox?

by Vern Jensen · in Torque Game Builder · 05/13/2009 (4:37 pm) · 6 replies

I think I read in another thread that if you wish to port your game to the XBox (Torque X or Torque 360?), you must write in C#, not in TorqueScript.

This is disappointing, since I have a game that's been in the works for about 2 years, very close to release, that is scripted in TorqueScript -- literally thousands of lines of script.

I have a background in C (not C++) and Java programming... how difficult do you think it would be to learn C# and port the game over to that? (I've already rewritten portions of the game in C, just to make it run at an acceptable speed, as my game has some non-recommended approaches that are processor-intensive.)

Also, why can XBox games not use TorqueScript? Is the Wii version of Torque the same?

#1
05/13/2009 (4:56 pm)
You only have a few options for this. Port your game to Torque X 2D and take advantage of XNA, or get a Xbox 360 Dev kit and contact GarageGames for a licence to distribute your game on the 360.
#2
05/13/2009 (5:17 pm)
Does one of these options have an easier port path than the other?
#3
05/13/2009 (7:51 pm)
The second route requires that you have $30k++ at hand plus an established business or you won't get a dev kit / dev license at all from MS.

Porting is likely simpler for the first as you only need to port the script code instead of the whole TGB technology
#4
05/13/2009 (10:38 pm)
And with the first method, you can still sell the game on XBox Live Arcade for profit? Or can you only distribute it for free?
#5
05/13/2009 (11:17 pm)
You can sell it on the community arcade store thingy (the one where you use XNA to create games)
Releasing it on the regular live arcade requires an official dev license as well
#6
05/13/2009 (11:32 pm)
Don't own an XBox, so I'm not too familiar with community vs. regular... can a community arcade game sell as well as one in the regular store?