Hey, I'm a Torque user/DBP Backstabber/mofo/TGC target. The reason being I prefer how it is structured more, it suits my needs better, sure Torque script is harder and so is C++, but nothing like a challenge.
Torque is top quality engine, so is DBP. The community isn't too differant there, you get the helpful (Including the sarcastically helpful) bunch, the flamey bunch and the childish bunch, and the Musashis...
As for Torque dev on Xbox 360 (reffering to normal Torque, not Torque X/XNA) it is possible, they proved it with their marble game, but you need the other things, the changes you'd make something on the Xbox marketable, is very slim, which is why we indies aim for Mac, PC and Linux.
I myself have already started something, but am having trouble with a bit of code, surprisingly, the C++ bit works fine, its the Torque Script bit I'm stumped with
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Quote: "Below is a screen from my current game. I hope to launch it with a publisher this xmas or self publish it.
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Very unlikely, your screeny doesn't even show your own media, to make a publishable game by your self in Torque and sell by the end of the year after only just getting it? Nope...sorry mate, you won't.
Quote: " and a console (for programing) your games"
Actually, you program your game in notepad/a text editor, or in one of the Torque IDEs laying around like Torsion. The console is for debugging, like you find in Unreal Tournament/Far Cry/Quake where you find god mode etc, and if you look deeper you find a whole list of debugging options.
Sorry mate, to me it looks like you've become too attracted by the gui editor and the level editor, they are quite attractive and clear away awkward jobs, same for the script system, but its a lot harder than it seems.