Game Development Community

Torque X and Torque X Builder.

by Stephen Haroldson · in Torque X 2D · 07/19/2007 (12:44 am) · 4 replies

Hey, I just downloaded Torque X for my XNA framework and noticed that it came with a trial of Torque X Builder. I am wondering (since I am pretty much broke) if it is a requirement to use Torque X in conjunction with Torque X Builder? Or is it an option to merely make adding graphics easier? I cannot afford to use TXB after the trial expires and don't want to get too into it if I don't need it in the first place. So my question is: can I use Torque X exclusively with XNA and eschew TXB altogether?

About the author

Recent Threads


#1
07/19/2007 (1:04 am)
Well, I think theres a very small percentage of games that are actually easier to create from begining to end, without ever using TXB. However, If you are new to the whole ordeal, you might consider messing around with TXB, since it uses alot of the same principles you find in C#, TorqueX. Just to get the ball rolling so to speak.
#2
07/19/2007 (3:50 pm)
Hmm, I will definitely try it out. But after it is gone will I be wishing it weren't? or can I still get a big benefit out of using Torque X without TXB? If not I'll just stick with XNA....
#3
07/19/2007 (7:23 pm)
TXB exports .txscene files, which are plain XML. I would suggest using TXB to help you familiarize yourself with the engine, even if you don't plan on buying TXB. There is no handicap for not using TXB, aside from maybe time spent creating levels and ease of use (positioning objects, editing components, etc). Everything TXB does can be done by hand in XML. The benefit of using TXB is that when you build your project in GSE it exports a schema file, which tells TXB everything it needs to know about all the components in your project to allow you to add/remove/edit them with a friendly GUI.
#4
07/19/2007 (8:57 pm)
To me at least (and this is a personal opinion, not necessarily an official GG position), the supreme benefits of the editor is in the production phase of your project.

TXB is a very nice design/development tool, but it shines in the production phase. To give a very basic example: Once you've finished developing the components and properties of your "Super Uber Duper Breakout Game!", you could either create 150 levels by hand in XML (or even C# directly if you wish), or use TXB to crank them out visually.

It's something that hobbyist/indie developers don't see or think about very much, but it's often stated that 50-70% of the total product life cycle is in production work (not development where most of us focus), and anything that helps you develop production tool sets as you develop your project is an amazing win.