New here, issues right out of the box. Can't even load demos.
by James fletcher · in Torque Game Builder · 07/14/2010 (5:33 pm) · 2 replies
I am new here
I decided that I wanted to check out the tgb 2d demo.
I do have some games in the app store already and have experience with unity and scripting. But, Torque seems to be the choice for 2d. I really want to give it a go but....
I downloaded it. Installed it. I went to check out the included demos (solitaire, a shooter and some others)
When I hit run game all I get is a new window with a black screen on every demo game. There is one exception in solitaire it shows the deal screen. Once I hit deal......boom. Black screen.
I spent a couple hours on the forums. I found lots of info about updating drivers or a bad line of script.
I am using OSX 10.6 with an nvidia 9400. All drivers are current and I am only trying to open the demos so there shouldn't be a script error.
Also.....
If I build a game how easy is it to adapt the game to iPhone if I purchase that license. Or xbox or any other for that matter.
By that I mean is tgb fairly straight forward as far as changing input for various systems.
I know in unity they boast publish to any platform with minor adjustments. But, it's anything but. Their iPhone engine isn't even the same engine.
Sorry as insure this has been covered somewhere but like said I did search pretty extensively before posting. I don't want to get off to a bad start here. :)
I decided that I wanted to check out the tgb 2d demo.
I do have some games in the app store already and have experience with unity and scripting. But, Torque seems to be the choice for 2d. I really want to give it a go but....
I downloaded it. Installed it. I went to check out the included demos (solitaire, a shooter and some others)
When I hit run game all I get is a new window with a black screen on every demo game. There is one exception in solitaire it shows the deal screen. Once I hit deal......boom. Black screen.
I spent a couple hours on the forums. I found lots of info about updating drivers or a bad line of script.
I am using OSX 10.6 with an nvidia 9400. All drivers are current and I am only trying to open the demos so there shouldn't be a script error.
Also.....
If I build a game how easy is it to adapt the game to iPhone if I purchase that license. Or xbox or any other for that matter.
By that I mean is tgb fairly straight forward as far as changing input for various systems.
I know in unity they boast publish to any platform with minor adjustments. But, it's anything but. Their iPhone engine isn't even the same engine.
Sorry as insure this has been covered somewhere but like said I did search pretty extensively before posting. I don't want to get off to a bad start here. :)
About the author
Buggies - (iPhone / iPad) Tru3d Doodle pad -(iPhone / iPad) Monster Music piano & percussion - (iPhone / iPad)
#2
I did figure it out.
I needed to actually open a scene in the demo for it to work
I thought opening the project and hitting "run project" would load it.
I had messed around with the windows version too just to see if it had any problems.
For some reason i didnt need that extra step to view the demos there.
Either way, it works. The demo did its job i guess cause went ahead an picked up iTGB after playing around for a little while.
Time to get busy!!
07/16/2010 (4:42 pm)
Thanks for the reply!I did figure it out.
I needed to actually open a scene in the demo for it to work
I thought opening the project and hitting "run project" would load it.
I had messed around with the windows version too just to see if it had any problems.
For some reason i didnt need that extra step to view the demos there.
Either way, it works. The demo did its job i guess cause went ahead an picked up iTGB after playing around for a little while.
Time to get busy!!
Associate William Lee Sims
Machine Code Games
It's fairly straight forward to go from TGB to iTGB (the iDevice version). You may need to tweak graphics, you'll have to build level-specific files with the graphics you use per level, and you may need to change inputs depending upon your game. In fact, if you are making a game for iDevices only, I'd just go straight to the iTGB version and skip TGB.
As for the XBox, it's a different beast. You'll need to change more than just the graphics.
It sounds like TorquePowered is moving towards a unified baseline. At that point, it could/should be easier to port between the various platforms. Until then, you'll have to put a little work in to get your game to work on all of Windows/Mac/iDevice/XBox/etc.