Game Development Community

TorqueX, just wanting to make sure that I understand

by Kevin Epps · in Torque Game Builder · 01/18/2007 (12:39 pm) · 8 replies

I've been reading this thread that discusses TX:

www.garagegames.com/mg/forums/result.thread.php?qt=51278

And I just want to make sure I'm understanding everything before I move forward with my development.

This is what I want to do:

Create a 2D game for commercial purposes to distribute on PC/Mac/Linux
Port that game over to Xbox 360 commercially to distribute for Xbox Live Arcade and in the futue, the console.


So basically, this is what I would need to do:

I can create the game in TGB(which involves scripting and all of that on the mentioned platforms) to distribute on PC/Mac/Linux

I would then need to use TX/XNA Platform, which is pretty much a Torque equivalent to XNA Game Express, to convert my TS to C# in a Torque environment. I would then be able to distribute games for Xbox LA and the console.

OR

Since the Adventure kit has XBox joystick support compiled, can I distribute the game made in TGB to Xbox Live Arcade?

I know that licensing fees will become an issue with commercial Xbox titles (XBLA $15,000 and XB-Console $25,000)

So did I sum up everything right?

#1
01/18/2007 (1:02 pm)
TorqueX does not convert your project. It will assist in your levels, but you will have to manually port all TS to C#.

Plus, right now Microsoft is still determining how to work the professional release of XNA to allow for commercial distribution. But the nice thing about using TorqueX and XNA is that you can test and debug it on your console. Otherwise you will have to port it. You can use the XBox controller on the PC, but porting your game to TGEA for the 360 (because right now, I don't know if TGB has a port behind the scenes) is a different story.
#2
01/18/2007 (1:15 pm)
Oh ok, then.

Well, I'm far from doing any porting right now, so at least XNA's still in the works.

Thanks for clearing up TorqueX's purpose, for me anyway. And that's to test and debug games on my console.

So now I just need wait to see what MS plans to do with XNA when it comes to commercial releases, right? Then, that would also let me know how to port over games to Xbox Live Arcade?

Also, what's TGEA?
#3
01/18/2007 (1:24 pm)
TGEA is "Torque Game Engine Advanced". It used to be the Torque Shader Engine but got a rename. It is a modern 3D engine for current and next-gen hardware and development. It's shaderific.

I do not know when the professional release will allow XBLA access since that is currently a very hot topic and MS is still trying to figure that one out. So, for the time being single-player is the only route for the 360. I'm sure they will come up with something, but no one knows what it will be. Professional should be released well before a networking decision is made.
#4
01/18/2007 (1:42 pm)
Alright. Thanks for clearing that up.

You've also answered another issue that I wasn't clear on, what XBLA really is. In order to create games for XBLA, Networking must be supported, right?

Sorry to be so thick-headed, but sometimes I need to summarize things in my words, so it will finally register when it comes to something I don't fully understand. Could you let me know if my statement is correct?

So, basically, when involving games made by TGB over to Xbox360, I need to pretty much convert the TS code to C#(or rewrite), then use Torque X to build, test, and debug games using the XNA Platform on the Xbox console.

When it comes to using the builds from Torque X and selling them commercially, I need to wait on what MS decides on.

I also, will possibly have to use TGEA or TGE to port over the TGB game because of the fact that it has networking support, so it can also run on Xbox Live Arcade.

Is this right?
#5
01/18/2007 (1:54 pm)
You will need to rewrite the TorqueScript code in C#. There is no conversion process, to be very clear.

And the last part about using TGEA for the 360 is dependent on Microsoft's decisions down the line.

But you seem to have a handle on it.

EDIT: No automated conversion process. It is pure language porting.
#6
01/18/2007 (2:13 pm)
Ok, thanks, David.

I fully understand now. Thanks for your help!
#7
01/18/2007 (5:29 pm)
GarageGames have a Torque engine solution for Xbox. Contact them about it. The Marble Blast series for Xbox and 360 are an example of Torque tech running for those platforms. Neither of them are anywhere near XNA. TorqueScript runs fine on an Xbox or 360 with those engines. No porting necessary. You probably would have to integrate TGB with the engine though. Many people have been doing this already and there are a few threads about it on the forums.

#8
01/18/2007 (5:40 pm)
Oh Great! Thanks, Ben! I'll look through the forums some more. Doesn't TGE have pretty much the same classes as TGB? Like the 2Dscreen classes and all that?