Game Development Community

When is CC edition going to get updated?

by Lee Harris · in Torque X 2D · 11/28/2009 (2:51 am) · 39 replies

Quote:XNA Creators Club Online Premium Members can download Torque X for free.

I haven't been able to use TorqueX in quite some time due to the fact that it's not compatible with XNA 3.1. I've tried to search the forums but the developers just dodge the question every time it's asked.
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#21
12/23/2009 (6:40 am)
Hi guys,

I'm sorry to have missed some thread :) The whole issue is that you have to mix up TorqueX and standard XNA coding to get your game passed in peer review, which IMO is a sloppy way to create a Torque game. The whole point of using a game engine is to use it in full, avoiding hybrid coding. I think I made my point quite well in this thread.

Cheers,
Pino
#22
12/23/2009 (10:56 pm)
The problem is you aren't mixing code as torque x is built on Xna. There is nothing sloppy about it and its not q huge problem making it pass peer review.

Forgive my typos as I'm typing this on my phone.

There are two big issues you need to do yourself that I can remember to pass peer review.

#1. You need to handle the guide. This is as easy as putting code into the game classes update method that checks for the guide and pauses accordingly.

#2. You need to have support for all four controllers, as player one may be playing with the fourth spot. How I do it is I have a press start screen after my splash screen. I use this screen to manually check each controller to see which one presses start. The one that does becomes the index for my input maps. There's support for it, but you have to manually find your index in a way similar to how I have described.

I know there are more, but those two will be the most common for torque users. If you want I can post code samples later
#23
12/24/2009 (7:05 am)
I do believe that #1 is now automatically taken care of. When the guide is popped the game pauses, I didn't have to do it.

The only issue I had with my game was in my code, where I did the save game.

#24
01/11/2010 (6:24 pm)
WIll these problems be taken care of with the next update? Maybe GG could extend the Menu Sample so it takes care of correct input handling?
#25
01/11/2010 (10:36 pm)
There is no one way to pick which player has what controller, so it's more up to each developer to decide how to implement it. As such I don't see gg adding functionality for it since its best to use xna for it anyway.
#26
01/12/2010 (7:03 am)
@Christopher
"#2. You need to have support for all four controllers, as player one may be playing with the fourth spot. How I do it is I have a press start screen after my splash screen. I use this screen to manually check each controller to see which one presses start. The one that does becomes the index for my input maps. There's support for it, but you have to manually find your index in a way similar to how I have described."

and
"If you want I can post code samples later ".

Can you please post these code samples? This whole input/controller handling is where I struggle the most.

#27
01/13/2010 (1:52 am)
Here is how I do it:

in game.cs I create CurrentPlayer
public PlayerIndex CurrentPlayer
    { get; set; }

in my start screen code i put this bit:

for (PlayerIndex index = PlayerIndex.One; index <= PlayerIndex.Four; index++)
{
    if (GamePad.GetState(index).Buttons.Start == ButtonState.Pressed)
    {
        Game.Instance.CurrentPlayer = index;
        Game.Instance.ShowMainMenu();
    }
}

or you can use the project with GIU provided with TX.

#28
01/13/2010 (2:51 am)
Henry's code works and is basically what I do.
#29
01/13/2010 (7:00 am)
Thanks gys for the follow up, I will try this tonight.
#30
01/14/2010 (4:28 pm)
Would like to find out the answer to the OP.

When are MS and GarageGames going to talk to each other and get the latest version out?

At the moment both companies are passing the blame to each other and nothing is getting resolved.
GG say when MS puts it on their site - MS reps say when GG give them the latest version, etc.
#31
01/24/2010 (11:21 pm)
It's BS is what it is. I'm just about through with Torque...
#32
01/25/2010 (11:49 pm)
Did you pay for it or are you using the CC edition? If you paid you would not be waiting. It's really not that much and from looking at the sales threads on the XNA forums would really pay for itself. It costs about what two new games would.

#33
01/26/2010 (10:52 pm)
I'm not sure entirely. I do have the CC edition because I thought that was the only XNA edition. I have the old T2D from long ago which I think translates into the TGB.

It's just so confusing what version is what. TGB page says that I have the full thing with source code, TorqueX-2D page says I need to spend $50 to upgrade.

What is the difference between TX-2D and TX-CC??

The products I have in my list are:
Torque X 3.0 Creators Club
Torque X Builder
Torque Game Builder Pro
Torque Game Builder
#34
01/27/2010 (10:16 am)
The complete C# source code to the engine is the difference between the binary (CC) version and the full version we sell.
#35
01/27/2010 (10:48 am)
If I download Torque X Builder from my products page, does that install Torque X and that works with XNA 3.1?
#36
01/27/2010 (10:51 am)
That is an old version for 2.0, when the engine and builders were packaged separately.

Now, the associated builders are bundled with the CC and full versions of TX 2D and TX 3D rather than separately as they were before.
#37
01/27/2010 (11:20 am)
Got it. So if I want to use XNA 3.1 I have to pay $50 to get TX 2D even though I have TGB Pro\non Pro?
#38
01/27/2010 (11:27 am)
Until the CC edition is updated on the XNA download site, yes.
#39
01/28/2010 (12:27 am)
I would say just ahead and buy it. $50 is pretty cheap for something like this and you get source!
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