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Re: Other Platforms (Porting to X: Part 2)
[Re: Aaron]
#46174
06/26/06 07:02
06/26/06 07:02
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Joined: Sep 2003
Posts: 9,859
FBL
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Posts: 9,859
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Re: Other Platforms (Porting to X: Part 2)
[Re: Aaron]
#46176
06/28/06 13:57
06/28/06 13:57
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Joined: Mar 2003
Posts: 4,427 Japan
A.Russell
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Posts: 4,427
Japan
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Re: Other Platforms (Porting to X: Part 2)
[Re: A.Russell]
#46177
06/28/06 15:56
06/28/06 15:56
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
FoxHound
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Some people do have a rich fantasy life.
Hey, I've got bridges in every major city for sell! only 200 bucks each!
--------------------- There is no signature here.
QUIT LOOKING FOR ONE!
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Re: Other Platforms (Porting to X: Part 2)
[Re: FoxHound]
#46178
06/28/06 17:10
06/28/06 17:10
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
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Tee hee hee hm sounds a little overly ambitious aaron, unless you were part of a large, well funded company. But then again i met the key guy who designed the guts of the 3DO, and he was a one-brain developer behind most of the technology, so it's not far-fetched for one person to design hardware. But the difference was he had money, they had a full engineering department management, and a real company behind him, and not to mention he was brilliant.
The idea of porting to XBox-Live Arcade is really attractive. I wonder how hard it would be to rewrite a bunch of c-script code to work in Torque. I imagine if someone has their levels designed entirely in a 3D app outside of WED (say maya or max) it probably wouldn't be too hard to transition over to Torque-- assuming they have the same kind of commands like trace, move, rotate..
Maybe if/when my game is finished and looks/works well, I could scrape up the money to paying someone to re-write the code for Torque. It'd be best if Conitec could just port A6 themselves. Though I don't think the 3DGS demographic really has strong enough demand to make it worth Conitec's while.
But then again, taking a chance to port the engine to X-Box 360 would probably attract more professional and semi-professional developers to A6, so it would probably change the demographic itself, and be a very worthwhile decision-- especially if the xbox live license came as an additional $300-800 licensing fee on top of the pro edition.... (ooh!! but I wouldn't want to pay it, personally)
I've always thought that PC->Xbox ports would be relatively easy since they rely on the same technology (don't they?) like Direct-X? I wonder how different a PC and the XBOX really are? I can't imagine it being too hard.
Bye!
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Re: Other Platforms (Porting to X: Part 2)
[Re: JetpackMonkey]
#46179
06/29/06 21:23
06/29/06 21:23
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
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Quote:
he had money, they had a full engineering department management, and a real company behind him, and not to mention he was brilliant.
And the 3DO still failed.
Quote:
especially if the xbox live license came as an additional $300-800 licensing fee on top of the pro edition...PC->Xbox ports would be relatively easy...I can't imagine it being too hard.
Please read the rest of my quotes in this thread. It isn't a hardware or software problem stopping Conitec from making an XBox port, it's a license issue.
There are games using a version of the Torque engine on XBox Live, but can't buy a Torque XBox Development Kit *without* first being approved by Microsoft (I'm also guessing that the additional licensing fee from GarageGames is far greater than $300-$800).
If you make a XBox LiveArcade style game using our engine, let me look it over. If we can convince Microsoft that it would look good on their XBox, we can work something out.
The toughest part by far is producing a game which Microsoft wants. Once you have that, the rest will follow.
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Re: Other Platforms (Porting to X: Part 2)
[Re: Doug]
#46180
07/04/06 05:27
07/04/06 05:27
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Joined: Oct 2003
Posts: 206
nkl
Member
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Member
Joined: Oct 2003
Posts: 206
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Quote:
Quote:
he had money, they had a full engineering department management, and a real company behind him, and not to mention he was brilliant.
And the 3DO still failed.
Quote:
especially if the xbox live license came as an additional $300-800 licensing fee on top of the pro edition...PC->Xbox ports would be relatively easy...I can't imagine it being too hard.
Please read the rest of my quotes in this thread. It isn't a hardware or software problem stopping Conitec from making an XBox port, it's a license issue.
There are games using a version of the Torque engine on XBox Live, but can't buy a Torque XBox Development Kit *without* first being approved by Microsoft (I'm also guessing that the additional licensing fee from GarageGames is far greater than $300-$800).
If you make a XBox LiveArcade style game using our engine, let me look it over. If we can convince Microsoft that it would look good on their XBox, we can work something out.
The toughest part by far is producing a game which Microsoft wants. Once you have that, the rest will follow.
Hi Doug! Our company uses the c-script to develop a game and use A6 pro version “publishes resource” function to pack the game and c-script into exe program. Our game company is willing to pay the license fee to MS.
I think pay the license fee is not a problem. It is because develop console game is another markets. In business view (or running a game company), If our company uses the 3dgs (use A6 pro version “publishes resource” function to pack the game and c-script into exe program) to finish develop one game, and then can sold same 3dgs game to both of the pc user and the console game user. our company might earn two markets money.
The most problem is port the 3dgs game to console game. As I know most of the console game developers use the c++/c language and game engine to develop console game. But most of the 3dgs games developers use the c-script language and use A6 pro version “publishes resource” function to pack the game and c-script into exe program.
Is 3dgs (use A6 pro “publishes resource” function to pack the game and c-script into exe program) game can run on the Xbox or Xbox360 without rewrite any code?
It is because rewrite the whole 3dgs (A6 pro version) c-script language game use c++/c language and the A6 c++ plug-in is very time consume.
Thanks for advance. Thanks already. Sorry for my weak English. I hope you got my point.
Last edited by nkl; 07/04/06 05:54.
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