Game Development Community

TorqueX and TGE

by Rudolf Kajan · in Torque X 2D · 12/13/2006 (2:27 am) · 28 replies

I'm a little bit confused so I would appreciate help - my goal is creation of 3D game - RPG. Deadline is April. It would be ideal to write this game in TorqueX but I can't wait for pro release. Would it be possible to write now game in TGE and then port it to TX ? How hard would it be ? How much would it cost (indie pro licenses) ?
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#21
12/20/2006 (2:13 pm)
Johnathon - Creators club give you the ability to deploy to the xbox. period... thats all it gives you at this point in time.

Microsoft has provided no way for deployments to other peoples xbox other than downloading their source code from somewhere on the web... building it on your own machine and deploying it to your xbox.

You cannot download other peoples xna projects from the xbox live... all deplyment involves the use of your pc.

I'm afraid your mistaken.

Quote from Microsoft FAQ:

Q: How exactly will I be able to run a game built with XNA Game Studio Express on my Xbox 360?
A: On Windows, you'll be able to develop, test and distribute software created with XNA Game Studio Express for free. When you sign up for the nominally priced annual subscription to XNA Game Studio Express for Xbox 360, you'll be able to write a game on Windows, then send it to your Xbox 360 to test and enjoy. Eventually, you'll be able to distribute that code to other Xbox 360s, opening up a unique publishing avenue which will democratize game development on consoles.
#22
12/20/2006 (2:34 pm)
There was no ability to deploy to the 360 before the Creator's Club launched. I know because I looked. :)
#23
12/20/2006 (4:30 pm)
To someone who has not purchased a creator's club account yet:

1. Download the Launcher on XBLA.
2. Get into the Launcher.
3. Go into Settings and then Generate License Key.
4. Put the license key into Visual Studio's Tools and Options and XBox 360 deployment (Add).
5. Deploy the basic XNA 360 project (blue screen).

If you cannot do it at any point, then those who were doing it were doing it some other way.
#24
12/20/2006 (4:32 pm)
I'm not mistaken, you're misunderstanding. I'm not saying it allows you to deploy to other people technically, I'm saying it gives you the license to do it legally. Yes, you still need to send them your code for them to run it.

I'm also saying I know people who deployed to their own xbox360 prior to the creator's club even being available. As soon as my son opens the 360 for xmas, i'm gonna verify this for myself.

#25
12/20/2006 (4:53 pm)
It would make sense since the launcher app was available for download before I paid for the club, unless they disabled the generate key option unless you were a club member. But it's interesting, so I'd love it if you'd check. Regardless, I'm a club member for the next year.
#26
12/20/2006 (5:10 pm)
I just tried this and the XNA Game Launcher will not run without a Creator's Club membership. It kicks me back to the Live blade.
#27
12/20/2006 (6:04 pm)
I have a subscription... but prior to having one I was unable to run the Launcher.
#28
12/20/2006 (6:24 pm)
I just tried this and the XNA Game Launcher will not run without a Creator's Club membership. It kicks me back to the Live blade.
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