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Thread: MS to let users develop x360 games

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    MS to let users develop x360 games via premium service

    Gamasutra has the story.

    http://www.gamasutra.com/php-bin/new...hp?story=10458

    I think this is a good thing especially for indie developers and hobbyists. Chances are that you will have access to a lot of tools and libraries needed to develop a decent game for the 360 compared to other ventures like the Linux kit for the PS2. Theres also other advantages such that it is PC compatible. Of course, for MS not to loose their professional customers and not to upset big publishers, the games created thru this can only be played by other people subscribed to the service as well, which costs $99 per year. Still, I think this is great for those that want to get some experience developing on a console rather than on PC.
    Last edited by madhatter256; 08-14-2006 at 11:23 AM.

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    Mamihlapinatapai ASSEMbler Elite
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    the only bad thing I noticed was that (from what I could read on MS site) you are forced to use C#..
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    Didn't they make a similar announcement a while back? Something about being able to program a game on PC, hand it over to Microsoft for porting to Xbox Live?

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    Mamihlapinatapai ASSEMbler Elite
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    yeah. it's really just some more news on it.. like the $99 per year membership and stuff like that.
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    Quote Originally Posted by Alchy
    Didn't they make a similar announcement a while back? Something about being able to program a game on PC, hand it over to Microsoft for porting to Xbox Live?

    This is what that was but with more details as babu said. THe $99 subscription fee as well as the terms of service in which the games can only be played by those who have the subscription well from what I gathered reading the article.
    Last edited by madhatter256; 08-14-2006 at 02:44 PM.

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    $99 seems a bit much. I mean, I know there is a chance for decent games, but that would take some time to make. $50 sounds a bit better, in my opinion.

    Edit: Is the $99 talking about just playing the games, or to both play and create them? If so, why not make a smaller service for people who just want to play?
    Last edited by Jasonkhowell; 08-14-2006 at 05:41 PM.

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    $99 is more like a premium service that lets you do development and play the user-created games.

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    I have a couple of serious issues with this. For one, only people with an active subscription can play XNA-GSE games. Not only that, but they will have to download AND compile the games on a PC to run on their own Xbox 360 (no direct binary sharing). I'm sorry, but I do not like the idea of being forced to share my source code with someone else just so that they can play the game.

    Hopefully, the Pro version, which allows commercial uses (i.e. you can potentially sell your games on XBLA), will be available to anyone who can afford it, but it is doubtful.
    Last edited by mairsil; 08-14-2006 at 07:44 PM.
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    Quote Originally Posted by mairsil
    I have a couple of serious issues with this. For one, only people with an active subscription can play XNA-GSE games. Not only that, but they will have to download AND compile the games on a PC to run on their own Xbox 360 (no direct binary sharing).
    from what I could read on a follow up of the first article on xbox-scene (http://www.xbox-scene.com/xbox1data/...uVOeZzIOwI.php) it sounds like this is only "stage 1" later on none XNA-GSE subscribers will have the ability to play the games too (as long as Microsoft gives them thumbs up). If all they say will be true.. I might actually consider getting a 360.. some time next year - after I've bought myself a wii and ps3 (yes I'm one of *those* guys who's going to buy a ps3.. I blame my work ;P )
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  10. #10
    :noooo:
    Homebrew was cool when it was on the GBC and PS1. People were making their own original stuff. Now more powerful machines are available 99% of homebrew offerings consist of ported emulators... Bwah, don't need that.

  11. #11
    Quote Originally Posted by mairsil
    I have a couple of serious issues with this. For one, only people with an active subscription can play XNA-GSE games. Not only that, but they will have to download AND compile the games on a PC to run on their own Xbox 360 (no direct binary sharing). I'm sorry, but I do not like the idea of being forced to share my source code with someone else just so that they can play the game.

    Hopefully, the Pro version, which allows commercial uses (i.e. you can potentially sell your games on XBLA), will be available to anyone who can afford it, but it is doubtful.
    Personally I think the shared source requirements is one of the best elements of the program. Looking at other source code is an ideal way to learn about programming. Just look at the Xbox scene. Most of the really good homebrew is open source.

    If you don't want to share your source code, then there are always the professional options (which cost a whole crazy amount more) or the ability to compile for a PC under XNA. And really, if you're shooting for an XBLA game, there's no reason why you can't compile for a PC w/Xbox 360 controller support today and use that as your submission demo.

    -hl718

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    Well, the problem now looks like the Professional version will not be available to anyone who wants it:

    http://msdn.microsoft.com/directx/xna/gamestudio/
    XNA Game Studio Professional is a new offering targeted at the professional game developer. It will contain all the functionality present in XNA Game Studio Express and will add support for tools and services that professional game developers need to ship commercial games built using the XNA Framework on both Windows and Xbox 360 (a membership to the Xbox 360 Registered Developer Program will still be required). A beta release of XNA Game Studio Professional is currently targeted for early 2007.
    I agree that having open source can be very instructional and there are many people that create code tutorials (e.g. Nehe). However, not everyone wants to share their code, particularly if the aim is to release a commercial game from that code or you use some specialized code.
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  13. #13
    If the aim is to release a commercial game, then you're going to be using professional tools.

    With the current stuff that's out there, anyone can create a prototype that runs on the PC and submit it to publishers. Get it picked up as an XBLA title and you're using pro tools. Show it off to MS along with sufficient resources and you can sign up direct as a developer and just buy a 360 dev kit.

    Pro developers already have plenty of options. If a pro developer wants to stay closed source then the pro developer can pony up for full priced dev tools.

    -hl718

  14. #14
    mr wiggl3s
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    does this mean only high level coding on 360? where's the fun in that?

    regarding XBLA though: http://www.xbox.com/en-US/dev/develo...livearcade.htm

    "If you are interested in developing for Xbox Live Arcade, drop us a note at arcade@microsoft.com. Please include a description of your company and experience, but please do not send game concepts or design documents."

    (notice that they ommit to say that concepts or game designs will be destroyed/not considered:p)

    anyway, based on that, I'd say becoming an XBLA developer is much simpler than the reference/experience based structure of standard xbox/360 developer's license. (as seen on http://www.xbox.com/en-US/dev/regdev.htm )

    Also, the word "company" is obviously used losely - compare it to nintendo's description of established company etc on www.warioworld.com .
    Last edited by Barc0de; 08-22-2006 at 06:09 AM.
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  16. #16
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    Quote Originally Posted by Barc0de
    does this mean only high level coding on 360? where's the fun in that?
    my thought exactly.


    Quote Originally Posted by Barc0de
    Also, the word "company" is obviously used losely - compare it to nintendo's description of established company etc on www.warioworld.com .
    From what I've heard they are the hardest of the three to become official developer for.. but that might change with the wii?
    This game will make you a sociopath
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  17. #17
    Quote Originally Posted by babu
    my thought exactly.




    From what I've heard they are the hardest of the three to become official developer for.. but that might change with the wii?
    Well the price of the Wii devkit is lower (around $1700) so more people can afford it, but Nintendo is still very strict on who gets them. So if you're not an established game company, but can afford it, still don't expect to get one.

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