Game Development Community

Torque X Game for Public Testing

by John Kanalakis · 12/15/2008 (6:07 pm) · 10 comments

Torque X Game for Public Testing

I've just completed a 2D puzzle game, named Solicheck . It's a Torque X 2D game for the Xbox 360 LIVE Community platform and I'm interested in getting some open and honest community feedback. It's an adaptation of a TGB game I created last year (YouTube video link) to the Xbox 360 platform with the help of Torque X and XNA.

Download


You can download the Solicheck .ccgame file from www.envygames.com/public/Solicheck_Xbox360.zip (9.5 MB)

www.envygames.com/public/solicheck_playtest.jpg

Development Background

The original Solicheck game was designed and coded over a month or so with TGB last year. This adaptation to Torque X was done over last weekend. A lot of the artwork was revamped, but most of the game logic and structure was simply ported over to C# from TGB's TorqueScript and re-factored to use Torque X components. The longest part of the weekend conversion to Torque X was creating the menu system, adding a locally-persistent High Score manager, and integration with the LIVE services API. Integrating with LIVE API was a lot of fun - you can replace the game's background music with your own music on your Xbox 360, let other friends see your score, and pick a local sign-in Profile to save your high score.

Environment Requirements

To install this game to your Xbox 360, you must first have XNA Game Studio installed, an Xbox 360 LIVE Gold Subscription, an active Creator's Club account, and XNA Game Studio Connect running on you Xbox 360.
(just a few barriers, eh?)

Game Setup

The .ccgame unpacker is within the downloaded .zip file. After unzipping the download, start your Xbox 360, sign-into your Xbox 360 LIVE profile, launch XNA Game Studio Connect, then launch the downloaded .ccgame file to begin the deployment. When completed, you will find Solicheck with your other Community Games.

Type of Feedback

I appreciate all feedback (good and bad), especially if it's actionable. If you hate something about the game, please try to be specific about it. I'm looking for ways to improve the game and make it more entertaining. I'm also interested in crashesand bugs and how the game looks on your television, especially if you run into any overscan issues, and how the audio sounds.

Built-In Cheating

One last note: This is a "PlayTest" release, so there 's a cheat built-in. Anytime you press the "Left Shoulder" button on your controller, you will automatically advance to the next level.

Contact

You can either post your comments hear or email me directly. My email address is posted in my Profile Page.

Gory Details for You Torque X Developers

The game code is pretty simple and surprisingly small. I created one .txscene file for the game that contains the background, the highlighter sprite, the blue borders, and 2 tilemap layers: one for the checkerboard below and one for setting the position highlighter. For each level, one more tilemap layer (*.lyr file) is loaded and added to the scene containing the game pieces for this level. I did this, so that SceneLoader.UnloadLastScene() will only pop-off the game pieces tilemap layer - not the whole game scene. A GUISceneview derrived class renders the game scene. It has an overridden OnRender() method that checks if there are remaining moves possible, updates the particle effects, draws the timer barfill (by resizing a blank white sprite). All the audio files are .WAV files that pass through XACT. All the menu screens are full-screen GUIControl-based classes with their own InputMaps and text rendered with GUIText objects. It took about 15 hours to pull it all together over the weekend, so there's probably a few bugs that I need to work out.

Thank you very much for taking the time to look at the game and sharing your thoughts.

Best Regards,

John K.

About the author

John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.


#1
12/15/2008 (6:42 pm)
Awesome! Thanks for sharing this John =)

I'll give it a test whirl tomorrow
#2
12/15/2008 (7:39 pm)
:O

Awesome! Will most definitely check it out!
#3
12/15/2008 (9:05 pm)
You know I will be playing this on the Xbox john!
#4
12/16/2008 (10:24 am)
Lots of great feedback emailed back, thank you folks. A lot of that feedback is pointing to the following changes needed:

GUI Screens
Add some background music or ambient sound
Improve the background graphics, need more spice
Analog sticks don't work on continue-to-next level menu. (DPAD works)

Art & Style
Change the background graphics and sounds every few levels

Gameplay
Add some time to the timer after each successful jump is completed (mini-reward)
Add ability to move highlighter diagonally

Scoring Policy
Scored bonus points within a game, but not reflected in score
If level failed, don't let level score add to the overall score (separate overal score)

Bugs
Played for a while, then exited to the main menu. Then I picked "how to play" which took me to the most recent "end of level" screen. I picked "continue" at which point the game crashed.

Play game then return to main menu. On main menu, sticks and DPAD sometimes get separate highlights and you can move BOTH of them - one with DPAD one with sticks.

Game crashed: Code 4 - play game, return to main menu, start new game (end of level screen), continue to next level crashes.


This is exactly what I was looking for, thank you very much. I should be able to work these changes in quickly.

John K.
#5
12/23/2008 (5:12 pm)
Now, Solicheck is now up for review.... the last step before it can appear in the Xbox LIVE Community catalog. Reviewing just asks you to determine if a game meets its description and does not contain offensive or copyrighted material, not whether or not it's a great or innovative game. If you could take a few minutes to check it out, I'd really appreciate (and will happily return the favor). ;)

I'm planning to carve up this game into some resources or tutorials. Features, such as the Menu System, Timer Bar, and High Score Manager are prtty generic and should work in just about anyone's game. So check them out and see if you like them.

After logging into the Creator's Club website, you can find the game here:
catalog.xna.com/en-US/GameDetails.aspx?catalogEntryId=37d660a4-23ee-4c13-8aa0-0f... (need to login first for the link to work)

With this game out and on it's way, I'm planning to switch over to a multiplayer 3D Shooter game for the Xbox 360. This means tackling some remaining holes in the 3D engine that should make it back into the code, such as: Billboards, Shape LOD, Water Block, Foliage Replicator, Precipitation, and some more common 3D game components. I'm sure these game features will work their way into the engine.

Thank you,

John K.
#7
02/09/2009 (11:10 pm)
John, How did you port your game to XNA 3.0? I keep seeing an error ever time I try to convert from XNA2 to XNA 3.

How did you get around this?
#8
02/09/2009 (11:55 pm)
Danilo,

As long as you have the Torque X Pro version (full souce), you really should not be running into any problems as long as you have Visual C# Express 2008 and XNA 3.0 installed. Just follow the VS2008 project upgrade wizard when you open your game's solution. If you have the binary version of Torque X, the upgrade will not work because the Torque X DLLs are compiled against Torque X 2.0 and XNA 2.0.

John K.
www.envygames.com
#9
02/10/2009 (11:07 am)
AH! That merits and upgrade! Thanks, John! I'll look into this right now.
#10
02/17/2009 (8:35 am)
Thanks very much, John! I have the game converted and submitted. Many thanks to you and your contributions to indie gaming!