So now what?
by Dan Pascal · in Torque X 2D · 01/20/2011 (4:33 pm) · 26 replies
How long can the CEV last before XNA requires an update?
Run away?
Run away?
About the author
#3
01/21/2011 (10:06 am)
I thought Mr Dan Pascal had all but disappeared from the TX scene...you don't know me, but I used your "green robot" demo heavily in learning TX; was a great resource, learnt a lot from it thnx!
#5
What now? Should we pull TX out of our matrix and seek an alternative? We haven't evaluated the pros/cons of T2D yet, but may have to consider that route (or another game engine altogether). Unfortunately, it looks like a much steeper learning curve (especially if we need to modify the engine to meet the needs of our game).
The budget and team for our game is professional and we have an agressive 18 month target for release. I would hate to get bogged down at this stage in trying to fine a suitable engine.
Any help would be appreciated!!!
01/21/2011 (11:54 am)
We have been evaluating TX2D and really have no idea what the CEV is all about. TX2D seemed to hit a sweet spot for us (we have a significant investment in C# talent), but we have only evaluated it based upon the demo and previous binary release for XNA 3. What now? Should we pull TX out of our matrix and seek an alternative? We haven't evaluated the pros/cons of T2D yet, but may have to consider that route (or another game engine altogether). Unfortunately, it looks like a much steeper learning curve (especially if we need to modify the engine to meet the needs of our game).
The budget and team for our game is professional and we have an agressive 18 month target for release. I would hate to get bogged down at this stage in trying to fine a suitable engine.
Any help would be appreciated!!!
#6
01/21/2011 (7:59 pm)
The CEV (Community Enhanced Version) is a project that Pino started in which the community is maintaining Torque X. There is now a working version of Torque X running on XNA 4. So Torque X will still be a valid solution at least until XNA 4 end of life.
#7
They are primarily a rendering engine although they are expanding it to a game engine. The rendering engine is just incredible! Their service is top notch and they deliver regular, stable updates.
XNA/C# is their only focus and they really treat their customer's right. Prime example, I bought their 1.3x product and they are working on their XNA 4.0 based SunBurn 2.0 product. Free upgrade to existing customers. I have not seen anything like that from GG.
No offense to the GG guys. I wish you guys luck and I am happy to see you are back in bidness.
Good luck.
01/21/2011 (9:14 pm)
Well there's the CEV or you can go the SunBurn route(www.synapsegaming.com). They are offereing a special deal to torque X users.They are primarily a rendering engine although they are expanding it to a game engine. The rendering engine is just incredible! Their service is top notch and they deliver regular, stable updates.
XNA/C# is their only focus and they really treat their customer's right. Prime example, I bought their 1.3x product and they are working on their XNA 4.0 based SunBurn 2.0 product. Free upgrade to existing customers. I have not seen anything like that from GG.
No offense to the GG guys. I wish you guys luck and I am happy to see you are back in bidness.
Good luck.
#8
but you can't even try it until you buy it...
(the free version doesn't have it)
I still can't get the CEV to work properly- editor buggy, lots of troubleshooting just to get my solution to build etc etc..
I don't want to bug Pino or Henry with my problems anymore...
I want a program to work right out of the box without constant babysitting (I guess I'm a princess)
bye bye TX
01/24/2011 (5:57 am)
Sun Burn should flaunt their 2d sprite implementationbut you can't even try it until you buy it...
(the free version doesn't have it)
I still can't get the CEV to work properly- editor buggy, lots of troubleshooting just to get my solution to build etc etc..
I don't want to bug Pino or Henry with my problems anymore...
I want a program to work right out of the box without constant babysitting (I guess I'm a princess)
bye bye TX
#9
Suburn's 2D sprite implementation isn't even 100% there yet. I made a rush purchase when the 1st TX news was announced. After purchase I experimented around, there's no 2D collision in place yet or Sprite Mounting in the pipeline...=(
As for porting projects over from 3.1 to 4, heres the rules I followed
1. Make a backup of my project directory and rename to something relevant ie "techdemo4" and will make this my working copy.
2. Open up my copied SLN in Visual Studio 2010, go through the conversion process from 2008 to 2010
3. Remove the old "TorqueCore","Torque2D"," Xbox360Torque2D"," Xbox360TorqueCore" from solution explorer and delete the actual files also.
4. Export the Torque X 4.0 CEV trunk from SVN to a temp directory.(Head revision)
5. Open up the Torque X 4.0 CEV.sln in Visual Studio 2010 , right click on the solution and choose build as Release, repeat as Debug.
6. Also attempted a "run" here as "debug" and "release" from the solutions configuration dropdown, get error as it"s output type is a class library, but just being thorough I"ve made a debug and release version =)
7. Ok check the Bin directories of TorqueCore and Torque2D to check the GarageGames.TorqueX.Framework.dll, etc and other DLL"s are generated
8. Copy the recently compiled TorqueCore and Torque2D directories and place into my techdemo4 directory alongside my "Game" folder.
9. In Visual Studio 2010, "add existing project" to the solution in the solution explorer, choosing TorqueCore.csproj, Xbox360TorqueCore.csproj, Torque2D.csproj, Xbox360Torque2D.csproj
10. In the Game project in References , add "TorqueCore" and "Torque2D"
11. Copy the Torque X 4.0 CEVtrunkdata folder to your working directory alongside game, TorqueCore, etc
Hope this helps a bit.
I'm going to go through my own proj again from 3.1 to 4 and will put up a "step by step" guide when I'm done
01/24/2011 (6:13 am)
Shame to see a taleneted programmer go....=(Suburn's 2D sprite implementation isn't even 100% there yet. I made a rush purchase when the 1st TX news was announced. After purchase I experimented around, there's no 2D collision in place yet or Sprite Mounting in the pipeline...=(
As for porting projects over from 3.1 to 4, heres the rules I followed
1. Make a backup of my project directory and rename to something relevant ie "techdemo4" and will make this my working copy.
2. Open up my copied SLN in Visual Studio 2010, go through the conversion process from 2008 to 2010
3. Remove the old "TorqueCore","Torque2D"," Xbox360Torque2D"," Xbox360TorqueCore" from solution explorer and delete the actual files also.
4. Export the Torque X 4.0 CEV trunk from SVN to a temp directory.(Head revision)
5. Open up the Torque X 4.0 CEV.sln in Visual Studio 2010 , right click on the solution and choose build as Release, repeat as Debug.
6. Also attempted a "run" here as "debug" and "release" from the solutions configuration dropdown, get error as it"s output type is a class library, but just being thorough I"ve made a debug and release version =)
7. Ok check the Bin directories of TorqueCore and Torque2D to check the GarageGames.TorqueX.Framework.dll, etc and other DLL"s are generated
8. Copy the recently compiled TorqueCore and Torque2D directories and place into my techdemo4 directory alongside my "Game" folder.
9. In Visual Studio 2010, "add existing project" to the solution in the solution explorer, choosing TorqueCore.csproj, Xbox360TorqueCore.csproj, Torque2D.csproj, Xbox360Torque2D.csproj
10. In the Game project in References , add "TorqueCore" and "Torque2D"
11. Copy the Torque X 4.0 CEVtrunkdata folder to your working directory alongside game, TorqueCore, etc
Hope this helps a bit.
I'm going to go through my own proj again from 3.1 to 4 and will put up a "step by step" guide when I'm done
#10
Thanks Hoddie, I need to get my projects ported, this will help!
01/24/2011 (12:35 pm)
I'm definitely sticking around, TX is the best for me and my projects.Thanks Hoddie, I need to get my projects ported, this will help!
#11
01/24/2011 (1:37 pm)
Hey Aaron, you'll need to diddle around with Pino's XboxProjectGenerator.exe (its on the trac site) and a few other bits n bob, the above list isn't complete 100% but should get ya half to 3/4 way there. BTW HNY2011 !
#12
01/24/2011 (2:06 pm)
Most important thing to remember is that the new binary for the editor works, but you will probably want to drop the prefix "Data" from your txscene file's.. which will probably mean converting alot of txscene file's by hand.. thats what I found out, is that though the new binary for the editor is good, it isn't out of the box ready to work, especially with the visX, in fact, I would not use visX at all since it doesn't seem to port to Xbox, except for rapid prototyping of x86 games, and things, it's a bit limiting in that the visX never seems to port to 360, I have to start a project from scratch. (This means a brand new windows game for xna4.0), but that tends to do the trick. I'm still looking at way's to improve the FSM and our hash-replacement as well, I think were on track, but theres so many strategies for porting I haven't even looked at.
#13
01/24/2011 (2:07 pm)
Another thing is you will want to add the -build command by hand, to make your new windows game compile a schema, which I did, but have not tested very thoroughly yet.
#14
Example: Torque2D\bin\x86\Release\Engine data\effects -> empty
Example: Torque2D\bin\x86\Debug\Engine data\fonts -> empty
Example: TorqueCore\bin\x86\Release\Engine data\images -> empty
All together there are 12 empty folders that return errors for missing files when I try to run the game. The files are only missing in x86, I tried copying them from the xbox folder but it says they were built for a different platform.
Any help on this would be appreciated.
02/15/2011 (11:24 am)
Hey guys! I'm having issues with the x86 bin debug/release folders for the TorqueCore and Torque2D. For some reason there are no effects, fonts, or images being created for x86. When I try to build our game it returns errors saying all these files are missing.Example: Torque2D\bin\x86\Release\Engine data\effects -> empty
Example: Torque2D\bin\x86\Debug\Engine data\fonts -> empty
Example: TorqueCore\bin\x86\Release\Engine data\images -> empty
All together there are 12 empty folders that return errors for missing files when I try to run the game. The files are only missing in x86, I tried copying them from the xbox folder but it says they were built for a different platform.
Any help on this would be appreciated.
#15
02/15/2011 (11:54 am)
I got a fresh copy of the CEV and release/debug built it and the files were generated. I'm going to blame VS2010 :-)
#16
4. Export the Torque X 4.0 CEV trunk from SVN to a temp directory.(Head revision)
Im soo stressed out at the moment, i thought building games would be easy
:(
02/15/2011 (12:45 pm)
Im sorry but you have lost me at4. Export the Torque X 4.0 CEV trunk from SVN to a temp directory.(Head revision)
Im soo stressed out at the moment, i thought building games would be easy
:(
#17
If you need any help, feel free to send me an email (remove the null after you copy/paste).
02/15/2011 (1:32 pm)
@Solloman: Do you have access to the CEV SVN? You will need to email Pino for access. Also you will need a source control program (TortoiseSVN) to download the CEV. If you need any help, feel free to send me an email (remove the null after you copy/paste).
#18
Click on the solution and goto configuration manager. Then set them all to release.
Build.
Goto the configuration manager and set them to debug.
Build.
Is there a step I am missing.. :)
02/17/2011 (5:57 am)
I still can't get the Garagegames.torquex.framework to copy over in the build phase. Just to clarify on VS express edition in order to release build and debug build you have to.Click on the solution and goto configuration manager. Then set them all to release.
Build.
Goto the configuration manager and set them to debug.
Build.
Is there a step I am missing.. :)
#19
With that done check for GarageGames.TorqueX.Framework.dll and then just copy over the whole TorqueCore, Torque2d, etc folders into yer own project, re add them and set the references and should be rolling. Seems a few folk are having trouble, might do a little Camtasia vid if it helps.
02/17/2011 (6:11 am)
Hey John did u try my steps above ? I just use the drop down next to the play icon (run) and select "release" and x86 for target platform, then right click n do build on each part of the solution (core, Game, Torque2d, Torque3d), then repeat for Xbox version of core, etc with platform set to Xbox. The do the whole shebang once more for debug. With that done check for GarageGames.TorqueX.Framework.dll and then just copy over the whole TorqueCore, Torque2d, etc folders into yer own project, re add them and set the references and should be rolling. Seems a few folk are having trouble, might do a little Camtasia vid if it helps.
#20
But the Xbox deployment gives me this message
Error 9 An assembly with the same simple name 'GarageGames.TorqueX.Framework, Version=3.1.5.0, Culture=neutral, PublicKeyToken=null has already been imported. Try removing one of the references or sign them to enable side-by-side. c:\Program Files\Torque\Torque X Platformer Starter Kit 3.1.5\References\Xbox 360\GarageGames.TorqueX.Framework.dll Xbox 360 Copy of Game
How do I enable it to work side by side. :)
02/17/2011 (8:44 am)
I got it to work on the PC! Thanks a lot :)But the Xbox deployment gives me this message
Error 9 An assembly with the same simple name 'GarageGames.TorqueX.Framework, Version=3.1.5.0, Culture=neutral, PublicKeyToken=null has already been imported. Try removing one of the references or sign them to enable side-by-side. c:\Program Files\Torque\Torque X Platformer Starter Kit 3.1.5\References\Xbox 360\GarageGames.TorqueX.Framework.dll Xbox 360 Copy of Game
How do I enable it to work side by side. :)
Torque 3D Owner Bob Dobbs
13th Hour Studios
I think we'll be good with cev 4.0 for a while yet. I just posted on the Product roadmap; I reckon they should at least keep TX on sale so as to allow newcomers to join in on CEV; but I would imagine GG have *some* plan for an XNA related product in the future, if anything they probably view CEV as a bit of a unruly beast from a business perspective which never really fits in with company roadmaps, they probably never anticipated it to take on as much of a life of its own as it did.
Still seem to be sticking to the T2D can deploy to Xbox (small print XDK and $$$$ required) I always thought the best starting point for obtaining an XDK would be releasing a noteworthy XBLIG title; which I intend to do with CEV 4 if possible.
The less we use it the more likelihood we lose it.