Game Development Community

Torque X questions

by Alex Rice · in Torque Game Builder · 09/24/2006 (12:08 pm) · 29 replies

Hi all, I've been lurking, steadily working on Alien Eggz, my casual/puzzle type game prototype TGB .

I think it's pretty cool that TGB is going to be the initial target of Torque X . I've read most of the blogs and news posting about this. However not being up to speed on C#, .NET or XNA, I am not sure how much attention I should be paying to it or if I should go learn C#. I do understand TorqueX will be a great way to get into the xb360 channels and test on the console platform, but what it means for regular PC downloadable games, is a lot less clear.

Supposing you wrote a game in C# / XNA/ Torque X. Maybe you could get it published on XBOX 360, but perhaps not. Regardless you would also would want to publish it as a downloadable PC game.

- What versions of Windows could the game run on?
- Would the user have to be a member of that "creator's club" thing?
- What would the software and hardware requirements be?
- Would the user have to then go get large downloads of .NET and DirectX runtime libraries?
- Would XNA mostly be useful for prototyping on the PC, then for production on PC platforms it would need to be ported to torquescript to run on regular TGB Win/Mac/linux?

Thanks in advance,

Alex
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#1
09/24/2006 (12:36 pm)
1. XP and above, I believe.
2. I think that only applies to 360 games, but I could be wrong. I've been concentrating on that aspect, so I'm a bit unsure on the PC side.
3. XP's core requirements plus what you used (Torque X's core, etc)
4. Yes.
5. XNA is a Microsoft specifc platform so you would have to port all of your code back to release on Mac/Linux.
#2
09/24/2006 (4:26 pm)
Thanks David. Makes sense
#3
09/24/2006 (6:40 pm)
My question is: Will 'Torque Script' be the same for TorqueX? Being that TorqueX is based on C# or will scripting for TorqueX be different than say scripting for TGB?? I would imagine you would only need to learn C# if you wanted to go under the hood...?
#4
09/24/2006 (10:44 pm)
Currently, as per the posts, TorqueX only uses C#. It does not have a TS equivalent, though that is being looked into for portability.
#5
09/25/2006 (3:02 am)
It would be cool if TorqueX was going to be C# completely.. you could use TorqueX along with other GameComponents/Libs easily. I really hope TorqueX will be easily integrated with the standard XNA stuff / Designer.
#6
09/25/2006 (8:09 am)
I believe that is the whole point.
#7
09/28/2006 (7:12 am)
Should I better learn C# than doing my game on TS/TGB ?
#8
09/28/2006 (7:14 am)
If you don't know it, you should, but if you know C++ or Java it is not too hard.
#9
09/28/2006 (7:28 am)
It depends on whether or not XNA/TorqueX will be your only distribution model. If you are looking at targeting non-XNA systems, then Torquescript is still a strong contender. Especially if you are looking at the indie games Mac market.
#10
09/28/2006 (7:42 am)
I don't kow any language C based right now.

I was only begining to be fluant in TorqueScript... It's kinda discouraging to have to start over learning "hello world" again when the TGB version was just doing well.

I'm doing a game wich recommend strongly to have a gamepad to be fully playable, so... I suppose I better stop right know with TGB and begin to go trough some tutos for XNA. Arf...

Or should I wait for Torque X to learn C# in the context of the engine ?
#11
09/28/2006 (7:47 am)
No. Learning C# from something like C# Step by Step and then moving up to other texts will get a firm grasp on the language. That way you won't have to learn the language AND the engine at the same time. You can learn C# now and concentrate on the engine later once you're comfortable with the language.

There is gamepad support in TGB, though the 360 controller is not standard in the source (it is compiled into the Adventure Kit distribution). You do have joystick and gamepad support.
#12
09/28/2006 (7:50 am)
Well I am staying with TGB/Torquescript for sure.

After carefully considering it, I have no interest in learning C# / XNA right now. If/when I want to target XB360, it is always an option.

I actually see the .NET/ XNA platform dependencies as a roadblock to having a small easy to download & install game for the PC (not to mention cross platform on Mac & Linux)

@Benjamin I am sure you can get gamepad support working in a TGB game was well.
#13
09/28/2006 (7:54 am)
I will learn XNA and later port my stuff to that platform and add some shader effects... T2D with shaders *drools* ;)
#14
09/30/2006 (7:59 am)
Well, I just cant resolve myself to chose between XNA+Torque X (wich is pretty much only for Xbox), and TGB (wich is good for PC and Mac). Can I assume that porting script to C# after the finish of the TGB version would be a viable solution ? I'm doing a game for joypad owners, who represent not all of the PC gamers, but all of the Xbox gamers. So, basically, I need get it done on BOTH version, TGB and TX.
Is porting TorqueScript to C# would be hard ? Is GG envisaging to help us to do so ?
#15
09/30/2006 (9:26 am)
You will have to do your own conversion since TorqueX is in-engine C# (like modifying the C++ engine source now). From the different posts, they are looking at adding in a scripting solution in the future, but "right now" (read: when initially released), you will have to work in-engine. There are so many possibilities with a TS conversion that I doubt GG can facilitate a wide-scale help facility for conversion. That doesn't mean that they won't be helful when questions are asked, but they also do not have the resources to have a wide-scale conversion team answering questions day and night.
#16
09/30/2006 (10:39 am)
So basically, when GG is telling us to begin our game with TGB before hand, it's a plain lie about how development is handled in TX ? Don't miss my point, I really love working with this great engine, but all this time learning scripts instead of directly learning C# feel like a huge waste of time, because GG didn't tell us from the start that "TorqueScript is not in TX", and the promise of "maybe in some times we will do it" feels like the network promise for TGB.
I really need to know what is really gonna happen about Torque X so I can do the best I can from now on.

I need to rely on what GG says about what they gonna really do. Not a dirty corporation talk just to get me buying more Torque products (like announcing Torque X one month after the release of TGB). Or maybe an ever better version is underway for both Wii and PS3, so I can feel even worse after going to C# ?!
It's probably not true, but I can't help but to feel this way right now. For this sort of matter, nobody likes surprises.

Please, I want to trust GG. Sorry for being rude, I don't mean any arms, just asking some questions about how to set my expectations.
#17
09/30/2006 (11:00 am)
Benjamin, I think GG is making the assumption that we can and should be able to recognize that C# and Torquescript are extremely different types of languages. Vastly different. Porting between the two will equate to work, lots of work, and you can count on that. That's strictly from a programming viewpoint.

If you re- read the Torque X page, I think it is fully justified why you would want to start with TGB right now if you have not already

Quote:. We already have much of the Torque Game Builder engine, and several components of our 3D technology, including artist-friendly shader support, up and running solidly in Torque X. The working environment will be similar to that of our other Torque products, so if you're familiar with Torque you should have no trouble hitting the ground running with Torque X.

hope this helps
#18
09/30/2006 (2:21 pm)
Nowhere was it ever said that Torque X would use TorqueScript. From the beginning, it's been said that Levels/Scenes that you create in TGB will be able to be brought over to Torque X, but that Torque X was a C# only engine.

And I don't want to step on Alex's toes, but the reverse is actually true: C# is in fact very similar to TorqueScript in many ways, and porting of TorqueScript to C# has been a rather basic task for each project that has been moved into Torque X during development.

In fact, it took 3 people 3 weeks to move all of Marble Blast Ultra into Torque X, and that even includes adding in polysoup levels instead of being restricted to DIF based levels.

Torque X is a completely different product from Torque Game Builder.

Torque X has a completely different target market than Torque Game Builder.

TGB is intended for those that want to make 2D games for distribution on PC, Mac, and in some cases linux computers for commercial use.

Torque X is intended to be an application that works on top of the XNA framework to allow for 2D, 3D, and several other types of game types written in C#, for distribution for retail purposes on Windows, or for hobbiest purposes on XBox360, with a membership in the Microsoft Creator's Club.

Since we want people to be comfortable with all our tools, we are making every effort we can to provide as much inter-working and exchange between Torque Game Builder and Torque X, but the scripting language is not one of the things that will move over directly/automatically.

If you are "confused about which to purchase", or are frustrated on your purchase choice, then you should do a self-analysis of what it is you wish to accomplish, research the tools available, and then make your decision based on knowing what it is exactly what you want to do...but the two applications are completely different engines for completely different targets, that we are doing as much as we can to have a common scene environment and application interface for.

One is not "better" than the other, and there is no recommendation of anyone moving to Torque X unless they prefer it for their target market and/or intended use.
#19
09/30/2006 (4:50 pm)
Great synopsis Stephen! I am totally stoked to be a TGB user right now, and also pleased to know that Torque X is available as an alternative.
#20
09/30/2006 (6:11 pm)
Thanks a lot Stephen, I'm a lot less confused now.

Quote:And I don't want to step on Alex's toes, but the reverse is actually true: C# is in fact very similar to TorqueScript in many ways, and porting of TorqueScript to C# has been a rather basic task for each project that has been moved into Torque X during development.
Yay ! Even if it must take more time for me to do so, it's really great to hear that ^^

So, for now I'll continue with TGB. Thanks for you efforts, I'm really looking forward to try Torque X out :)

(sorry for my bad english all along, I'm trying my best)
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