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Torque X 3.1.5 Released!

by Derek Bronson · 07/22/2010 (12:27 am) · 66 comments


Torque X 3.1.5 Now Available!


Torque X 3.1.5 has been launched out the door. This release addresses a lot of bugs and usability issues resulting in a much better user experience and a smoother process for creating unique Xbox Live Indie Game titles. This release is available for free for all current owners of a Torque X product.

Like I mentioned in my previous blogs this new update to Torque X doesn't really introduce any new features other then bringing certain portions of our engine up-to-date with other offerings like updated DTS and Terrain support. Instead we wanted to really focus on making what we had a more stable and ultimately more usable product.

I also wanted to give a huge thanks to Matt and the guys over at Sickhead for doing the heavy lifting, Scott over in QA and Pino, Duncan, Henry and the rest of the Torque X community for working so hard to get things done.



There Can Be Only One


Coming full circle we decided to merge both the 2D and 3D into a single product offering. This makes purchasing and using Torque X a much simpler process. This was done for a couple reasons. We wanted to give something to the Torque X community who has waited awhile for Torque X to get some love and a new release that addressed a lot of their concerns to come out. Secondly we didn't feel that the 3D side of things justified an additional $250. Combining these two products also makes it easier to keep them in sync and address concerns that are related to the common engine core that they share.

For the next 30 days you can purchase Torque X for $200, after which the price will be $300 and as I mentioned contains 2D & 3D as well as the engine source.



It's All in the Details


Instead of flooding this blog message with the changes I decided to post them in a neat and tidy PDF. So without further ado here is the Torque X Certification report from QA for this launch: Torque_X_3.1.5_Certification.pdf

Edited


Post has been edited upon request, we are awaiting more information.

Windows Mobile 7


I've dropped Windows Mobile 7 hints previously but unfortunately I'm not ready to quite spill the beans yet on what we are working on. As we get further along in development I'll do my best to keep our community in the loop and share some of the cool stuff we are working on. All I can say for now is expect some cool tech and editors aimed at helping you deliver Windows Mobile 7 games quickly and easily.
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#61
08/12/2010 (7:05 am)
@Johan - I expect it to be more of a days than a weeks issue. Still working out a few things.
#62
09/09/2010 (2:15 pm)
I have a stupid question. Does the new Studio need a product key? There is a column for it, but nothing there. I purchased the upgrade.
#63
09/09/2010 (4:34 pm)
@Tony - Nope, no key required
#64
10/10/2010 (12:49 pm)
any news about the CC club version?
#65
10/11/2010 (3:23 pm)
@GxG6 - No news on our side. I have a meeting w/ Microsoft tomorrow so perhaps I will have some news to report.
#66
12/05/2010 (2:54 pm)
I saw a link on the XNA site for A Creators Club version but, i'm guessing thats all dead and gone now?

Edit:nvm I jsut looked in the Account tab and saw that you provided it already musta happened while i was gone
#67
12/06/2010 (2:42 am)
This never quite got released...but it's available.
http://www.torquepowered.com/products/torque-x-cc
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