Game Development Community

TGB platforms?

by baylor wetzel · in Torque Game Builder · 05/26/2009 (1:10 am) · 5 replies

i think the latest version of TGB is 1.7.4. If i write a game in that, i can deploy on Windows and i think Mac. The product page claims you can deploy on the Wii, iPhone, Web and X-Box but doesn't give any details. Also no mention of linux - a lot of times i see linux supported if mac is also supported but i don't see that listed for TGB

i'm fairly certain TGB does not deploy to the iPhone unless you buy the iPhone product (which is an add-on to TGB and still requires TGB?). Is that true for Web, X-Box, etc.?

Are there limitations? i know in XNA, there are things you can't do if you want it to run on XBLA. Are there similar secret restrictions for TGB? i assume the Web product probably shouldn't write to disk (although that's a guess)

A lot of my code must be written in C++, and since TGB doesn't support plug-ins or DLLs, that means i have to modify the engine. Does that automatically invalidate what deploying to other platforms? If not, what changes would? i really want STL support, which means fixing the TGB engine and removing the TGB memory manager, would that prevent the app from being deployable?

For those who haven't heard, i've been warned that i shouldn't consider X-Box or Wii as both require expensive dev kits (from MS/Nintendo, not GG), lots of rules and basically you need a big budget team (which i certainly am not), so i'm less interested in those. But a Web app might be nice

#1
05/26/2009 (1:23 am)
For XNA you need TorqueX 2D
#2
05/26/2009 (5:08 am)
As I understand it, TGB to Wii or Xbox 360 requires the appropriate dev license from the HW manufacturer, which is not cheap. If you want to publish to the Xbox 360, look at Torque X 2D. I initially was looking at this, but then decided that as Im really just writing for fun, and have no delusions that my game will ever be big, I will just target the PC for now (TGB and TGEA are more mature than Torque X 2D and TorqueX 3D).

Modifying the C++ code should not be a problem, just make sure that you test your builds on all the platforms you want to deploy on as you go along. Many modifications will be platform independent, although some (those relating to windows, cursors etc) will need source code changes for all the relevant platforms.

The restrictions for products are all in teh EULA and licenses, so read them closely ;)
#3
06/03/2009 (11:20 am)
Yes, you have to be a licensed developer with Microsoft or Nintendo to develop with the 360 or Wii versions of the engine. Torque 2D supports Windows and Mac out of the box. iTGB is an extension license that provides development possibilities on the iPhone.

We are targeting web deployment with the next version of the engine.
#4
06/05/2009 (4:57 pm)
Just as an extension to this question kind of;

I purchased TGB Pro at the point I did because there was some kind of offer which made me a TorqueX 2D owner too, Thinking i could consider the xbox an option furthjer down the line (with apropriate MS memberships obviously)

I'm just now beginning to look into this, but my question at this point is about my status i think this is probably (hopefully) some mistake in the website, but the Torque X private forums list changes from various versions of Torque X 2D up to version 3 now, and my downloads are still listed as version 1.5 and i'm not listed as an owner even though i have the products in my acct (i also miss the old accts page with the invoices etc too). Was this a one time special with no upgrades? do i need to play an extra invoice to get the current version?

I'm just a little confused. :)


also, would some kind soul like to make a table of what GG products work on what platforms, along with which platforms have other special requirements (iphone apple license etc)
#5
06/05/2009 (4:59 pm)
TX 2D 3 has a small upgrade fee applied yepp.