Torque and xbox360
by Tom · in Hardware Issues · 02/12/2006 (12:23 pm) · 17 replies
Hi,
i have an xbox 360 and i was wondering if their is a way to develop game for it.
i have no budget, nor i have the intention to creat games that will be sold for the xbox 360, i jsut want to create games for it, and myself.
this game programming is more of a hpbby for me and i want to take advantage of the xbox's graphics.
can anyone maybe tell me what i have to do to be able to do this?
or do i have to by a commercial license??? (because i dont want to sell the games, its jsut for my own leisure)
also, how would i get the games onto the xbox 360?
i have an xbox 360 and i was wondering if their is a way to develop game for it.
i have no budget, nor i have the intention to creat games that will be sold for the xbox 360, i jsut want to create games for it, and myself.
this game programming is more of a hpbby for me and i want to take advantage of the xbox's graphics.
can anyone maybe tell me what i have to do to be able to do this?
or do i have to by a commercial license??? (because i dont want to sell the games, its jsut for my own leisure)
also, how would i get the games onto the xbox 360?
#2
well are their any counsels that the torque engine can be used on by the hobby programmer??
i read something about the psp, but im not sure
02/12/2006 (5:35 pm)
Hmm, ic and i understand the reason for it.well are their any counsels that the torque engine can be used on by the hobby programmer??
i read something about the psp, but im not sure
#3
02/12/2006 (6:27 pm)
Not without attempting to port it to a completely unsupported API which was hacked together by unofficial sources. You can make some fun things, but you have to have a huge amount of technical experience to get it where you want it. Plus you will have to invalidate your warranty with a mod chip for the most part.
#4
02/12/2006 (9:12 pm)
To get Torque on any platform you need to be a registered developer with that company, otherwise we can not legally give you information or source code for that platform.
#5
02/12/2006 (9:17 pm)
So, to get Torque on the Xbox would also require to be licensed with Microsoft?
#6
02/12/2006 (9:20 pm)
Correct.
#7
you helped me out a lot and saved me time that i would be be spent trying to get the info that was shared here:
thank you to everyone who responded
02/13/2006 (10:02 am)
Ok, thank you very much for all the information:) you helped me out a lot and saved me time that i would be be spent trying to get the info that was shared here:
thank you to everyone who responded
#8
I'm a noob to Torque, but am a quick study. :)
We are making great headway on our quest to create our ultimate game.
Can anyone tell us how we aproach Microsoft to port our finished game to the XBOX 360?.
I also read something about other platforms like the play station or something. Does anyone know how to go about porting to them?.
Many thanks in advance.
Pejayuk.
02/22/2006 (6:32 pm)
Hi,I'm a noob to Torque, but am a quick study. :)
We are making great headway on our quest to create our ultimate game.
Can anyone tell us how we aproach Microsoft to port our finished game to the XBOX 360?.
I also read something about other platforms like the play station or something. Does anyone know how to go about porting to them?.
Many thanks in advance.
Pejayuk.
#11
03/02/2006 (7:09 pm)
It looks very likely that I will be doing an Xbox 360 project and am considering using Torque. I was curious to find out which Torque products are compatible and a little more info to help me make my decision. I read just above that you can't legally give info or source without the okay from Microsoft, which would explain the lack of info on the site, other than the postmortem type of article. Anyway, does anyone know who I should either call or email?
#12
03/02/2006 (10:22 pm)
If you wish to develop for the 360, you should 1) purchase TGE and TSE (the shader engine currently requires a TGE license). 2) Integrate the 360 controller code into the project. 3) Make your game and test it on the PC. 4) Pitch it.
#13
03/03/2006 (5:55 am)
Due to an NDA I can't go into details, but I'm beyond the pitch stage, which is why I'm curious to get info and find out how to actually purchase the 360 version. But I still have a few questions that I think you kind of answered. It sounds like the TGE and the TSE are seperate products. I was going to ask, if the TSE is a stand alone product or does it replace the render engine, or work as a component of TGE? Is the 2d engine, yet another stand alone product? I was checking them all out, just covering all the bases for this and future work.
#14
Beyond the NDA, have you pitched to Microsoft to get in the developer program or are you taking the publisher route first? Depending on the level of development, the conversion of assets and code restructuring may be prohibitive in terms of man-hours (depending on the language/engine you would be migrating from).
As I understand it, and I could be wholly incorrect as is often the case, TSE XBox is $10,000 for and XBox Live Arcade title and $25,000 for a stand-alone title. The prices are per-title and you must go through the Microsoft approval process as TSE 360 requires the official 360 SDK and toolset. However, and this is where things get a little shaky since information travels fast and sometimes disappears or migrates quickly.
I believe that if you head along the XBLA path and become GG approved, they will work with you to gain MS approval (no guarantee, but they know the pitch process and can help grease that "in" for you). Then, you pay a certain amount (say $2000 or so; I don't know) upon approval and they will help you port it without you having to purchase the 360 SDK. Then, the money you make on XBLA goes towards the remainder of the money for the engine. That's the dream scenario.
I have no idea about stand-alone titles.
There's also a huge chance that I'm on crack.
03/03/2006 (7:34 am)
They are stand-alone products. TSE is the next-generation of TGE for modern hardware. Aside from the advanced rendering options, the terrain engine has completely been completely recreated and several other chunks of the engine have undergone serious change. TGB began as a scene object variation that quickly became its own solid engine which used a large portion of the underlying engine technology structure. TGE is the engine that started it all and was a point of departure for TSE and TGB and ShowTool Pro. The underlying structure has come to be known as the Torque Application Platform, though it doesn't officially exist as such in terms of a product.Beyond the NDA, have you pitched to Microsoft to get in the developer program or are you taking the publisher route first? Depending on the level of development, the conversion of assets and code restructuring may be prohibitive in terms of man-hours (depending on the language/engine you would be migrating from).
As I understand it, and I could be wholly incorrect as is often the case, TSE XBox is $10,000 for and XBox Live Arcade title and $25,000 for a stand-alone title. The prices are per-title and you must go through the Microsoft approval process as TSE 360 requires the official 360 SDK and toolset. However, and this is where things get a little shaky since information travels fast and sometimes disappears or migrates quickly.
I believe that if you head along the XBLA path and become GG approved, they will work with you to gain MS approval (no guarantee, but they know the pitch process and can help grease that "in" for you). Then, you pay a certain amount (say $2000 or so; I don't know) upon approval and they will help you port it without you having to purchase the 360 SDK. Then, the money you make on XBLA goes towards the remainder of the money for the engine. That's the dream scenario.
I have no idea about stand-alone titles.
There's also a huge chance that I'm on crack.
#15
03/03/2006 (7:53 am)
I've already been approved through Microsoft. I won't be converting, I'll be starting from scratch on this one. I know it sounds strange, I suppose it's a very special case. I guess at this point I'll get in touch with a BizDev guy at Garage to find out if those prices are true. You've been a great help, thanks.
#16
But since you have MS approval, you're already several steps ahead of many development houses who want to get into the 360 market.
03/03/2006 (8:07 am)
Yeah. I'm posting via outsider interpretation of what I've seen and read and discussions I've followed, hence my constant disclaimer that anything can be way wrong.But since you have MS approval, you're already several steps ahead of many development houses who want to get into the 360 market.
#17
I'm in the process of working with the Microsoft Offices here to see if they are willing to help facilitate it. If they do, then we'll be able to discuss MANY issues that may normally be considered privvy to the chosen few.
However, I need your help. Without a list of individuals that would be interested in such a usergroup, they may shrug it off, so contact me fairly quickly if you have the slightest interest.
My company link is: http://www.garagegames.com/index.php?sec=mg&mod=company&page=view&qid=2942
07/21/2006 (3:27 pm)
I've newly started a "Torque to Xbox 360" usergroup. If anyone is interested, feel free to contact me.I'm in the process of working with the Microsoft Offices here to see if they are willing to help facilitate it. If they do, then we'll be able to discuss MANY issues that may normally be considered privvy to the chosen few.
However, I need your help. Without a list of individuals that would be interested in such a usergroup, they may shrug it off, so contact me fairly quickly if you have the slightest interest.
My company link is: http://www.garagegames.com/index.php?sec=mg&mod=company&page=view&qid=2942
Torque Owner Justin Kovac