Getting 360 to deploy with Platformer Demo Kits
by John Mueller · in Torque X Platformer Kit · 08/19/2008 (12:28 pm) · 11 replies
I wanted to condense the issues I had with XNA Torque X and the Platformer Starter Kits.
I was doing everything wrong, getting errors, not getting anything to deploy, all while the x86 version was working fine.
So in as simple terms as I can make it, here were my steps. Credits go to the forum members that made this all work!! Sorry for the lack of screenshots, this is a new HDD install and I do not have any editors in place yet. I will update once I do.
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Step 1: Start you new project, either from the PlatformerDemo or PlatformerStarterGame. (the demo is a game that you can deploy right away with a simple level, while the starter game is a few platforms)
Step 2: Click on "Game" in your C# Express "Solution Explorer"
a: Click on "Project" from the main menu, and find and click on: Create Copy of Game for Xbox360
b: Click ok
Step 3: Click on "PlatformerFramework" in your C# Express "Solution Explorer"
a: Click on "Project" from the main menu, and find and click on: Create Copy of PlatformerFramework for Xbox360
b: Click ok twice, one is updating the .sln file
Step 4: In your solution explorer find the two newly created copies of the game, the one we want now is under "Xbox 360 Copy of Game"
a: Find and right click on the "References" menu item right below.
b: Click on "Add Reference"
c: Click on the "Projects" Tab and highlight "Xbox 360 Copy of PlatformerFramework"
d: Click "OK"
At this point I closed Visual Express and reloaded, as others have stated you see errors for some reason, you might not. (I actually get a CTD error if I do not)
From here if you reloaded bring you project back up, and click on "Xbox 360 Copy of Game" in your Solution Explorer. From here you can build the solution and deploy to your 360 like normal.
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I hope this helps!
I was doing everything wrong, getting errors, not getting anything to deploy, all while the x86 version was working fine.
So in as simple terms as I can make it, here were my steps. Credits go to the forum members that made this all work!! Sorry for the lack of screenshots, this is a new HDD install and I do not have any editors in place yet. I will update once I do.
------
Step 1: Start you new project, either from the PlatformerDemo or PlatformerStarterGame. (the demo is a game that you can deploy right away with a simple level, while the starter game is a few platforms)
Step 2: Click on "Game" in your C# Express "Solution Explorer"
a: Click on "Project" from the main menu, and find and click on: Create Copy of Game for Xbox360
b: Click ok
Step 3: Click on "PlatformerFramework" in your C# Express "Solution Explorer"
a: Click on "Project" from the main menu, and find and click on: Create Copy of PlatformerFramework for Xbox360
b: Click ok twice, one is updating the .sln file
Step 4: In your solution explorer find the two newly created copies of the game, the one we want now is under "Xbox 360 Copy of Game"
a: Find and right click on the "References" menu item right below.
b: Click on "Add Reference"
c: Click on the "Projects" Tab and highlight "Xbox 360 Copy of PlatformerFramework"
d: Click "OK"
At this point I closed Visual Express and reloaded, as others have stated you see errors for some reason, you might not. (I actually get a CTD error if I do not)
From here if you reloaded bring you project back up, and click on "Xbox 360 Copy of Game" in your Solution Explorer. From here you can build the solution and deploy to your 360 like normal.
---
I hope this helps!
#2
Microsoft.Xna.Framework.Game is showing version 3.1
01/06/2010 (2:32 pm)
and before GG or anyone comments I have checked all my referances and I am using 3.1 not 3.0.Microsoft.Xna.Framework.Game is showing version 3.1
#3
01/14/2010 (10:31 pm)
in Visual Studio - I suspect that you may not have the xna library included in your solution - check that it is - and try again.
#4
I have the creators club version of Torque x 2D and the library versions contain 3.0 (GarageGames.TorqueX.Framework) not the new 3.1 and this is a new download.
the trial versions (on another system) again a new download had 3.1 librarys.
now this only becomes a problem when you depoly to xbox 360, pc is fine.
so all you dreambuildplay developers getting ready for march, save yourself a night of pulling hair and buy the full version from trial rather than the CC version or give GG a poke.
01/15/2010 (9:24 am)
I did find the problem and its a pain in the ass.I have the creators club version of Torque x 2D and the library versions contain 3.0 (GarageGames.TorqueX.Framework) not the new 3.1 and this is a new download.
the trial versions (on another system) again a new download had 3.1 librarys.
now this only becomes a problem when you depoly to xbox 360, pc is fine.
so all you dreambuildplay developers getting ready for march, save yourself a night of pulling hair and buy the full version from trial rather than the CC version or give GG a poke.
#5
"There is no source code available for the current location."
Im using platformer x kit, with x#2008 and torque 2x 2d..
Please help.. I think im getting a ulcer.. Any help is greatly appreciated..
01/31/2010 (3:59 am)
Does anyone know the solution to this issue? The game doesnt play when deployed to xbox 360.. I get the Code 4 error. Then after doing a xbox 360 debugging in Visual Studio.. I get this message " "There is no source code available for the current location."
Im using platformer x kit, with x#2008 and torque 2x 2d..
Please help.. I think im getting a ulcer.. Any help is greatly appreciated..
#6
•Start XNA game launcher on your Xbox and select “Connect to PC”
•Click Start->Program Files->Torque X->Xbox Project Generator
•Click "Browse"
•Select the solution file that you want to generate an Xbox project for. Typically the solution name is the one you generated above.
•Click Generate
•Click "Open New Solution in new Instance of C# Express". Note that each time you click this, it will open a new instance of express. It does not find an instance that already has the solution open.
•In the new instance of Express, hit F5. Assuming your Express has been properly set up to communicate with the Xbox, you should shortly see your game running on the box.
03/09/2010 (7:02 pm)
Have tried doing what it says in the Torque X user's guide? (I haven't done this yet as just got it myself but wondering if it works). Here is what it says:•Start XNA game launcher on your Xbox and select “Connect to PC”
•Click Start->Program Files->Torque X->Xbox Project Generator
•Click "Browse"
•Select the solution file that you want to generate an Xbox project for. Typically the solution name is the one you generated above.
•Click Generate
•Click "Open New Solution in new Instance of C# Express". Note that each time you click this, it will open a new instance of express. It does not find an instance that already has the solution open.
•In the new instance of Express, hit F5. Assuming your Express has been properly set up to communicate with the Xbox, you should shortly see your game running on the box.
#7
other games run fine, even the platformer demo itself. Just the new scene i created doesn't.
Any clues please let me know.
Thanks
03/19/2010 (10:13 pm)
Hey Darrell or anyone who might know. The error you have with no source code is what i recently ran into. I made a new scene on the platformer kit and it gives me the source code not available error. It runs fine in windows but won't finalize the load to my console.other games run fine, even the platformer demo itself. Just the new scene i created doesn't.
Any clues please let me know.
Thanks
#8
05/21/2010 (11:04 am)
hello, hope all are well. im running into the same issue that Darrell had except i do have the source code. has anyone been able to find a fix or workaround for this yet? thanks.
#9
05/24/2010 (6:17 pm)
Check your configurations and project references. You'll have the set your references in "Copy of Game" to "Copy of Platformer". If you have TX source and platformer source, it can be a little trickier, thats what I'm currently running, but once you figure out the set-up, its a peace of cake.
#10
The key for me was to check the scene file (the one that ends in .txscene)
Search for any empty fields in that file by searching for two double quotes ("").
For whatever reason, some references and names don't get written. For example, the first one you will likely find is the name for the camera (which should simply be "Camera") but it is empty and gets emptied upon each save to the file through TX builder.
02/05/2011 (8:11 pm)
In case anyone still has issues here. I racked by head for hours trying to figure this out, and even went through all of the steps here: http://www.garagegames.com/community/forums/viewthread/119803 (which I found later is not necessary)The key for me was to check the scene file (the one that ends in .txscene)
Search for any empty fields in that file by searching for two double quotes ("").
For whatever reason, some references and names don't get written. For example, the first one you will likely find is the name for the camera (which should simply be "Camera") but it is empty and gets emptied upon each save to the file through TX builder.
#11
02/06/2011 (3:30 pm)
Jeremy, that version of TXB has that bug, but most versions don't theres a patch floating around somewhere for it, also the new version for 4.0 done by pino does not have that bug, but it is a well known bug that the editor has issues with the camera name. The best thing to do is either write code that does not need a camera name, or to re-name the camera manually, or hunt down the patch people were using.
Torque Owner Russell Taaffe
An unhandled exception of type 'System.TypeLoadException' occurred in Unknown Module.
Additional information: File or assembly name 'Microsoft.Xna.Framework.Game, Version=3.0.0.0, Culture=neutral, PublicKeyToken=51C3BFB2DB46012C', or one of its dependencies, was not found.
the solution deploys but i get the black screen of death and this error in VS2008.