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Torque2D - Publishing Platforms

by Larry Jennings II · in General Discussion · 04/04/2011 (2:52 pm) · 3 replies

Hello All,

I'm curious about Torque 2D and publishing for different platforms. The product page says torque 2d can publish for PC, Mac, 360, Wii, Iphone, and Web Portals.

First i'm curious on what file types it uses when it publishes for Web Portals. Java? Flash? Shockwave? Silverlight? or something else?

Also, how does exporting for different platforms vary code-wise. For Example, if i had a web game, and wanted to port it to the pc, and then what if i wanted to port to the iphone, and then to xbox, and wii; how much work would that be in terms of changing my code. I know the answer would probably vary based on the project, but in general what are the differences between publishing for the different platforms.

Also for the ones that require different licenses ( Wii, Xbox, Iphone ), how are those different in general from the normal one.

Any info or links would be great.

Thanks in Advance,
Larry

#1
04/04/2011 (10:53 pm)
T2D only publishes to PC and Mac. WII and Xbox360 are possible, but for this you will need a devkit (not cheap!), be approved by nintendo/microsoft, and pay a load of money to get the game approved on the console. Forget about it if you are doing this just as a hobby or with samll team without cash.
However, you could purchase iT2d which will allow you to publish to iPhone/iPad with a relatively small effort (depending on the game). Pc/mac works out of the box. Not sure, but I think to compile for mac you will need a Mac tough.
WebPublishing is only for T3D, but it's not realyl a webplayer, it's more like you download the game the firsttime you play it completely.
#2
04/05/2011 (5:20 am)
Thanks for the reply.

I know that WII and Xbox are out of my range, i'm just trying to weigh it all in.

Any possible links to games made for the web, from how you described it, it doesn't sound really that appealing.
#3
04/05/2011 (5:43 am)
With Torque engines having source code available people tend to make their own little modifications and improvements. Having one common plugin would be nice, but everybody's codebase is different, so there would be a plugin per game. Games on the web are really executables embedded in a browser window with this sort of tech. And in my opinion, it's a waste of time :)

If there was a way to get everybody to work off the same code it would be a more worthwhile effort, but people do things in different ways. Sometimes they find an edge case where jumping into the source to speed up something is impossible to resist. It's all C++ with TorqueScript, no export to Flash or Java or anything like that.