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Microsoft Publishes Free XBox Development Tools
Posted by
ScuttleMonkey
on Mon Dec 11, 2006 10:27 PM
from the compile-once-crash-twice dept.
from the compile-once-crash-twice dept.
prostoalex writes "Microsoft announced the release of free XNA Game Studio Express tools for developing C# games that run on both Windows and XBox. They're also selling XNA Creators Club subscriptions, which, similar to MSDN subscriptions, offer access to sample code and additional documentation. Also, Microsoft is explicitly aiming towards uniting the Windows and XBox development platforms: 'You will have to compile the game once for each platform. In this release simply create a separate project for each platform and then compile them both. Our goal is to allow as much code as possible to be shared between those two projects, allowing you to use the same source files in both projects, but platform-specific code will need to be conditionally-compiled.'"
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Not quite free.... (Score:5, Informative)
So it's not quite free. And you can't distribute the games to others....unless you distribute the source and they are also members of the creator's club.
Re:Not quite free.... (Score:5, Insightful)
Parent
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if they create something worthwhile they can pay more to get it full licenced for release
Let me rephrase that for you: "if they create something worthwhile they have to pay more to get it full licenced for release".
Helpful, eh?
Re:Not quite free.... (Score:5, Informative)
Parent
Not QUITE informative- not really even correct. (Score:4, Informative)
Parent
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Here's the free code (Score:5, Funny)
#include "creatorsclub.h"
Parent
Creator's Club (Score:4, Informative)
The press release says that they're working on removing the Creator's Club requirement for playing XNA games.
The reason you need to be a member of the Creator's Club as of now is because of the XNA framework - a souped-up version of the .NET framework - that your games are built on top of. Your games won't run without it, which means anyone who wants to run your game needs it (i.e., be a member of the Creator's Club.)
Parent
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Does that include a compiler?
The .NET SDK has always included a free command-line based compiler.
I figure it is meant for Visual Studio. How many $100 bills is that again?
Zero [microsoft.com].
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http://blogs.msdn.com/xna/archive/2006/10/10/XNA-G ame-Studio-Express_2C00_-C_2300_-and-Visual-C_2300 _-2005-Express-Edition.aspx [msdn.com]
the only version of Visual Studio you can use at the moment is the free one.
Re:Not quite free.... (Score:5, Insightful)
God help you if the indians get close to you with a few "gimme" rounds of texas hold'em. You'll never break free.
it's almost like this truly vicious practice that many shareware vendors have (wolves in sheeps clothing, these guys). They offer you up a fantastic game as a trial version and then ask you to pay for it if you love it.
bastards.
Parent
Re:Not quite free.... (Score:5, Interesting)
To keep the riff-raff out.
If you're paying $100 a year, you're likely a responsible enough adult that you'll not constantly submit Xbox Live Arcade games that completely suck, have no chance at being published, and waste a lot of Microsoft's time. (They charge for driver certification so they driver makers don't start using Microsoft as a free QA service. Similar concept. They charge for Xbox Live subscriptions so assholes don't make 30 of them to dodge bans.)
It's a valid practice. $100 a year is NOTHING to anybody actually interested in game development, the only one is hurts are little kids who would produce crap games anyway. (And even THEN, they can produce as many crap games on PC as they want; the $100 only applies if you want to run it on an Xbox.)
I like the insane leaps of logic required to make giving free dev tools away to the public look like a bad thing. While you're making up anti-Microsoft bullshit, remember that releasing stuff like this is what is going to give Microsoft a huge lead in console gaming and leave Sony in the dust.
Parent
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I'd counter-claim astroturfing, but I don't know who would be paying... :)
You've clearly got a belief structure built up here... some people are christians, and frankly I don't agree with them either...
Creator's club not necessary to use XNA (Score:5, Informative)
The Creator's Club is only necessary if you want the extra content/samples/support or if you want to run XNA games on an Xbox 360 (for now you'll have to have a Creator's Club membership even if you only want to run others' code, but that should change in a future release). If you just want to build Windows games using XNA then there's no reason to get a Creator's Club subscription.
Xbox 360 only (Score:5, Informative)
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That's okay. You can still use it to write Windows games for free, and if/when you do upgrade to a 360 it won't be much extra work to port your game to 360. At best it's just a matter of setting up a new project using the same source and building that; at worst you may have to change some code if you're doing something the 360 doesn't support.
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So I make a vijeo game for XBOX360 (Score:2)
Burger King ! (Score:4, Funny)
Parent
SNES (Score:5, Interesting)
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SNES games were coded in assembly. They wouldn't gain much by opening that up.
GBA is the sweet spot - powerful enough to code in C/C++, but weak enough that a team of a couple people can max out the power of the system.
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I'm not sure what point you are trying to make. Almost no system is too underpowered to run compiled code, including the SNES. There is no system available on the planet right now that cannot be maxed out by one or two people... Even the most advanced renderers can be implemented by a very small number of people.
SNES games were coded in assembly. They wouldn't gain muc
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Obviously you can run compiled code on the SNES. You're just not going to get very good performance out of it. You have 3 general purpose registers on the SNES CPU. Compilers don't create very good code when they're that register starved. You can certainly code an average game in C, but if you're trying to do anything impressive, you won't get the performance you need.
There is no sys
Re:SNES (Score:4, Informative)
Parent
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GBA is the sweet spot - powerful enough to code in C/C++, but weak enough that a team of a couple people can max out the power of the system.
I'd say Sega Genesis is a sweet spot, too. 68K, large address space (4 megabytes in a cartridge with no bank switching), good C compilers (people have supposedly used MPW C with it), decent graphics/sprite support, less colors than SNES, but still a decent selection, and the original Sega documentation is out there. You won't be doing 3D on it, but it's a darn good 2D system. Used consoles are easy to find, cartridges are relatively easy to make, and it's supported for Wii download games.
The Sega CD,
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And I haven't seen anything announced to that effect so...
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Re:SNES (Score:5, Interesting)
Aaanyway. Nintendo has done you one better by providing Flash support in the Opera browser included in every Wii. That means that you can play games developed in Flash on your Wii using the Wiimote.
Opera is already installed on every Wii (it's used to power the Wii Shop Channel), but to access other websites you have to use DNS redirection hacks... Once Opera is properly "released" you'll be able to use it freely. Meanwhile, wiicade.com [wiicade.com] is a website dedicated to developing/promoting Flash games explicitly designed to be played on the Wii.
Parent
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Back then, with much smaller resources, a lot of work was still done in assembler and some pretty low level code that is now taken care of by libraries. There isn't the need to squeeze every last inch of functionality out of hardware any more, and the coding is a lot different.
Channel 9 Demo (Score:4, Informative)
http://channel9.msdn.com/Showpost.aspx?postid=261
Non commercial (Score:5, Insightful)
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MS put a lot of cash down to develop an entire platform, they stuck out their necks... if you're making cash from a venture involving their proprietary platform tell me where their cut comes from?
Re:Non commercial (Score:5, Informative)
There are two possible answers to this:
That tools like this have existed on the PC for a while is a red herring, because tools like this for consoles generally have not. If you want to stick with PC development, that's fine, but it's orthogonal to the discussion at hand.
Parent
yeehaw! I'm gonna write me a program! (Score:3, Funny)
Sample code with XNA: Madelbrot at 60fps (Score:2, Interesting)
Interestingly, Mono is planning to bring XNA to other platforms [taoframework.com]. Hopefully we will see PS3 running XNA sometime soon (quite possible, since PS3 already runs Mono).
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XNA is just the next version of DirectX's managed interface (it's changed quite a bit from DirectX 9's MDX interface). Anything you can do with DirectX, you can do w
Take that Stallman! (Score:5, Funny)
Q: What does XNA stand for?
A: XNA's Not Acronymed
Seems even the Evil Empire has a sense of humour.
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XNA is not bad (Score:5, Informative)
Oh, and people who compare XNA to game engines like Ogre are missing the point. XNA is not a game engine, it's more of a development tool/platform. It does come with lots of library code, but it's not a full-fledged game engine.
Re:XNA is not bad (Score:5, Interesting)
The entry barrier has been lowered significant. I forsee alot people taking advantage of this platform.
Parent
Developers, developers, developers! (Score:3, Insightful)
Using Other Developers To Profit (Score:3, Insightful)
By applying the same principles to the Xbox 360 they might just find that more people use the system because of what they can do with it, not because of the numbers.
The applications make the system useful, not the other way around.
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You must be new here. Until very recently, even the entry-level development tools were expensive and cumbersome to use. The vast majority of people who created apps for MS OSes when I was in school could only afford
This is actually not that bad (Score:3, Interesting)
I dont see the "you need to buy the subscription thing to play games on your 360" or the "you need to compile from source" or the "managed code only" as that serious.
To me, the 2 biggest lacks is:
C# only. No managed C++ or other languages.
and the real big one: Programs written for the XBOX 360 cannot communicate with the outside world at all (i.e. no networking period). This is by far the biggest limitation of XNA Game Studio 360 IMO.
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Oh and someone would need to port it to C# too.
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It's just you. I guess it might be technically possible to build a virtual machine on top of the .NET Framework Compact Edition which could then run Linux, but that's not anywhere near the same as running Linux on the Xbox 360.
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