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Torque options for non pc games

by Charlie Malbaurn · 11/12/2004 (7:35 pm) · 9 comments

Torque options for non pc games

With the news of the release of Marbleblast for the Xbox, there have been a lot of questions flying around. One of the biggest questions being asked is how to go about developing games for the Xbox. In this article, I am going to introduce two possible options people have. Sometime, down the road, I will also introduce a third option. This option not being torque related (Yet),

What I will try to do is give a brief description of these options, things that should be considered while designing games for these systems and information where you can find out more things on your own. This is not by any means a tutorial on how to program for either of these systems. It is only intended to give you the basic specs on systems and at times links to learn more about the information given, or left out due to space constraints.

Like many people on the site, I agree that a good game should be made for the sake of being made. Hopefully with the information being presented bellow, you can keep some things in the back in your head if you do plan on trying to port.

So with that being said

#1
11/12/2004 (7:40 pm)
Thanks a ton for this research--while it doesn't apply to my project specifically for quite a long while, it's great to get some initial research information!
#2
11/14/2004 (6:10 am)
What about the license?

do we have to pay M$ to make XboX games?
#3
11/14/2004 (6:21 am)
it follows the same pattern as any console. The company makes a base price on all games sold. Consoles sell for less then the cost to make them. That's how they make there money.
#4
11/14/2004 (11:15 am)
Israel
MS takes royalties on the selling...basically its 40%. Can be smaller or higher, but most of the beginners got this offer. Depends on the contract anyway...
#5
11/14/2004 (11:17 am)
Charlie
Lots of usefull tips, thanks for the hard work to collect and release them to the community.
#6
11/14/2004 (11:34 pm)
The whole thing started out because I found out that you could use the Xbox controller on the PC! That and the fact that the game I want to make would fit in on something like Xbox arcade.

I'm really glad that some people find the resource useful. I promise that I will do another one soon. I've found a couple more viable options for non Torque use, but they might be someday.

Also, I was thinking of throwing something together on options for selling games on your own. Maybe include other on demand services, promotional stuff, etc...
#7
11/21/2004 (3:42 pm)
what an AMAZING resource this is. Thank you so much for putting this together. It is going to take me days and days to process all this.
#8
11/23/2004 (3:30 pm)
It seems hard to get your game on xbox, yet some of the xbox games I have seen are total crap (look like some kid made them).... same goes PS2 and Game Cube.

Why do they do that?
#9
11/23/2004 (3:33 pm)
No Idea. Probably the pulling power of the company behind them.
I'm sure people at EA and VU don't have much of a problem getting there games ported over to anything that they want.