Game Development Community

Can we?

by Firas · in Torque X 2D · 12/12/2006 (1:26 am) · 7 replies

If someone create a commerical title using TGB and port it to Torque X can he sell his game (throu GG publishing contract) on XBOX 360 live arcade or there is a special procedure he should make?

#1
12/12/2006 (1:27 am)
You can distribute it commercially for Windows only, not XBox360 at this time.

You do not require a GG publishing contact either, although if the game is good enough we'll be interested!
#2
12/12/2006 (1:30 am)
So why should we use Torque X and C# languge we can use TGB and Torque scripte to create the same game and sell it in windows too.

is there any commercially advantages of using Torque X?
#3
12/12/2006 (1:37 am)
The biggest advantage for using TorqueX right now in my opinion is the lights in 2D games. It's very nice.
#4
12/12/2006 (2:17 am)
Torque X is based on XNA which has the benefit of being able to run your games on a retail XB360 as well as Windows platforms, but does not allow for commercial distribution of those games on the 360 (it does allow that on Windows machines).

From a commercial perspective, targetted only at Windows distribution, it's a matter of feature set that you prefer. However, being able to demonstrate your game on an XBox360 to a publisher in many people's opinion is a great advantage--even if you can't sell the game commercially "as is", you can certainly demonstrate it's feasibility enough to possibly gain an XBox360 commercial production slot.
#5
12/12/2006 (9:26 am)
From what I've read about XNA, MS will be providing a commercial option in 2007 which would allow for the publishing of games built on this technology. Therefore, it would only seem to reason that a quality game developed on TorqueX would be a candidate for publishing with the commercial XNA. I might be wrong, but if this is the case then it's a huge benefit to begin developing and fine tuning on TorqueX now. If your title is ready before MS, then publish initially on Windows, and later in 2007 publish the same game on XBOX, without any changes.
#6
12/23/2006 (11:14 am)
What really bugs me is having to learn C#.....I mean why cant we just use good old Torque Script????????
#7
12/23/2006 (2:53 pm)
As Stephen said, it's a matter of feature set that you prefer. If you prefer working in TorqueScript then use one of the engines that support it. If you prefer working in C# then use TorqueX.

One of the advantages if you were to learn C# is your ability to modify the engine in the same language as your game. You can tie directly in to the engine, override any function, or even customize the engine itself. Something you can't do in TorqueScript but would need a second language, C++, to modify the engine. It really comes down to your preferred way to work. GG aren't using TorqueX as a way to replace TGE and TGB. It is a whole new and different engine targeted toward a different group of people (though there will be those who like using all three for different projects).