~360 Homebrew: XNA Game Studio Express

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Tuur
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Post by Tuur »

Did you guys see this?

http://www.kotaku.com/gaming/xna/cli...iew-213594.php
We managed to capture a bit of video of this neat looking Xbox 360 community game developed using the XNA development kit.
Pretty cool. There's also some explaining going on in the background on the subscription models they're looking at.
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Post by piku »

My god... I had to stop half way through the bloke was starting to make my blood boil with his over-hyped yapping.

So, for a "mere" $99 a year MS are allowing us to run our own code on our own machines (but at 1080p! don't forget the HDR!) and then... wait... we can share our source, create derivatives of each other's work and be part of a cool community.

So it's kind of like the Open Source community only you have to pay a subscription fee :roll:

Really, I think this would be an excellent fantabulous idea if I didn't have to fork out a yearly subscription. Especially since all the dev and testing can be done for free on your PC. I'd rather have paid $99 for the devkit and a magic unlock code or something to enable downloads to my 360.

I hate all these bloody subscription services. You pay more and unless you're using the subscription constantly on a daily basis, are pretty much just giving your cash away.

We can't sell our games either, can we?
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sty
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Post by sty »

Kind of cool.

Personally I found the voice over more interesting than the video, which was pretty impressive for one person in 4 months.

I do like the idea of a YouTube for games, although I don't really see it being as richly populated as YouTube is because games take quite a while to write.

What I'd like to see as a potential author is a way of recouping back some of the revenue from the YouTubeofGames(tm). Maybe it's a shareware model where people can "donate" points to titles they like, and Microsoft allows the authors to monetise the points in the future. Kind of like an XBLA-SuperLite.
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PaulCunningham
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Post by PaulCunningham »

Announcing the XNA Game Studio Express Update

Note the last point...
* Developer sharing of packaged XNA Game Studio Express Games

o Users can now package their binary games into a single file to share with other users of XNA Game Studio Express.
o These files can be emailed or hosted on websites like any other files.
o To run a game double click a file and it will unpack to your Windows based PC or Xbox 360 console, it’s that easy!
Does this really mean an end to source distribution for XNA 360 projects?
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The Caffeine Kid
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Post by The Caffeine Kid »

Probably not - it will just be an installer type deal, but still source underneath? {shrugs}

I won a membership to XNA Game Makers Club from "Great Games Experiment" but it hasn't arrived yet...
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Post by Oaf »

No I think it's true - from what I understand, anyway.

If not, there's always the bodge of packaging all your game code into a DLL, then write a short stub program to call into it - then release the source to the stub along with the DLL.
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Post by piku »

Oaf wrote: If not, there's always the bodge of packaging all your game code into a DLL, then write a short stub program to call into it - then release the source to the stub along with the DLL.
You write Linux drivers for NVIDIA, don't you ;)
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Dave
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Post by Dave »

We've had good luck with XNA thus far. It's a pretty robust development environment that's been thought out pretty well.

Currently a team of us are making a Tic Tac Toe game to build some foundation code to build a real game on top of, and to see how well we work as a team (it's going to have far more features necessary than tic tac toe needs - mostly just to see what we can do with the thing). In two weeks, working in people's spare time, we got the game up and running. Though we're still adding in bits like sound, rumble, menu's, etc, and are pretty much on schedule to finish in two more weeks.

You don't need a 360 to do the development at all. C# Express is free on MS's site, and the XNA framework is free too (just adds more DLL's into .Net and a few small GUI changes to C# Express). If you pickup one of the Microsoft USB Wireless adapters that'll let you use a native 360 controller on your PC (supports 4 controllers and 4 wifi headsets all at once), you're golden to start making games. You can do it with a keyboard too, but that's not the same.

A Direct X 9.0c video card with Pixel Shader 2.0 or higher is required, running on XP. Vista isn't supported yet, but may work.

If you get the subscription, you can compile/upload the code to your 360 on your LAN and have a go at your game. But again, you never have to do this to get a game fully working on your PC.

It's missing some functionality. Stereo sound has to be kinda hacked in, and networking is not supported which is a bummer. There are a bunch of other little things in there too, but I'm not a coder so can't really comment on specifics.

Good platform with lots of potential.
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Post by piku »

Dave wrote:If you pickup one of the Microsoft USB Wireless adapters that'll let you use a native 360 controller on your PC.
Where from?
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Post by Dave »

piku wrote:
Dave wrote:If you pickup one of the Microsoft USB Wireless adapters that'll let you use a native 360 controller on your PC.
Where from?
http://www.amazon.com/gp/product/B000HZ ... 40-7915854

I'm sure you can find one on the uk site too somewhere. Only complaint: there's no way to shut off your controller with it yet, other than pulling the batteries, or waiting 10 minutes for the controller to auto-power-off.
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Post by benedictw »

The update has emerged. Implements stuff like packaging your game for Windows\360 and SpriteFont.

Here
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Post by Oaf »

Fantastic.

Download ahoy!
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Post by DeanoC »

Excellent something to fiddle with when I get home :)
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Post by Dave »

It does proper cleanup now too, which is ace. No more stupid /bin and /obj directories to manually get rid of. :D
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Post by benedictw »

They've updated creators.xna.com with a few more samples and stuff (e.g. bloom effects etc). The biggy is that XNA Racer is available as a starter kit.
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