Microsoft Publishes Free XBox Development Tools 221
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.'"
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)
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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)
Not QUITE informative- not really even correct. (Score:4, Informative)
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How is this better? (Score:2)
Really, though, I could spend 2 years developing a game with ZERO DOLLARS out of pocket. I can compile and play it on Windows, with ZERO DOLLARS OUT OF POCKET. I can then, if I choose, suscribe to their service and share my game.
That mea
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Here's the free code (Score:5, Funny)
#include "creatorsclub.h"
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.)
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If you look at it that way, $99 is a pretty good deal. Yeah you can develop games for your PC for free, but the people who are going to be paying that want to develop on a console.
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Even if you don't want to do 3D, you could do things with python, pygame and SDL
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M$ actually got something right for a change.
Now before you start flaming away @ this, hear me out. I am a longtime Linux user myself (Slack 11.0 as of this writing) and am as big a M$ hater as they come. This time, though, M$ actually has a good idea.
GASP...HORROR!!!!
One of the biggest draws for me to PCs and PC gaming was the indie game development. I got tired first of platformers, then of FPS's, now of third person sneak arounds. The PC seeme
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This is a major hit, and probably will boost PC and XBox game development. But, can it mean the end of Linux gaming? XNA will be the way to go for most development houses out there, and AFAIK it depends on Vista-only features... so probably Cedega/WineX won't help us.
So, can Linux gaming have any hope of survival? I guess so, it looks like Microsoft wants C# to be the official language for game development, and we already have Mono, so in theory one could wrap the XNA API around SDL, ALSA, etc... to
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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.
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 $100 only applies if you want to run it on an Xbox.)
I like the insane leaps of logic required to make giving free dev tools away to the public look like a bad thing. While you're making up anti-Microsoft bullshit, remember that releasing stuff like this is what is going to give Microsoft a huge lead in console gaming and leave Sony in the dust.
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You've accused me of lying (that's emotionally loaded terminology in my mind)
...and then you accused me of lying for money. We disagree somewhere, lets have a conversation rather than a shouting match.
You're use of "m$" clearly identifies you as a disinterested observer? We all have opinions that we bring to the table. That mine is different than yours does not make me evil.
that's a lot of negatives, b
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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...
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For what I know you are the aggressive shill who is trying to push your opinion down the throat of everybody. Also according to his Slashdot serial he was already here when you were just discovering the intarwebs on your AOL connection.
(By the way my fancy word is more interesting than yours but keep it up you may impress one of your little nephews one day and who knows, maybe even sound intelligent! )
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Perhapse. Mostly, I see it as a ploy to get kids to beg their parents "Oh, I can build games for the 360. Buy me a 360, please!!!!"
If Sony was smart, they would go to a major games developer (EA?) and try the same thing for PS3.
Or just wait for Mono to be ported to PS3 and then write drivers for it.
I too think this is an innovative thing because ho
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What company on the planet DOESN'T use existing sales dollars to create and subsidize new products?
DUH.
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companies prevented from doing so by anti-monopoly laws? They're grossly undercutting other options in order to tie indie games to thier platform.
The biggest problem with microsoft is that there are no analogies. No other company, process, or idea has the kind of staggering monopoly they do.
Oh, and I checked ribond's history. He says some things which worm into your head, like this [slashdot.org] one, but I don't think th
Abuse of Monopoly (Score:2)
This was at the bottom of your post. I think it should be more prominent, since this is an excellent point: Windows is a monopoly; getting developers to prefer XBOX to other consoles because of Windows-interoperability is using a monopoly to gain an advantage in another field.
This is no different than if Office had some 'special hooks' into Windows (before Office was a
I am not following here... (Score:2)
Seriously, there are plenty of reasons to hate MS, this sin't one of them.
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.
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My own assumption based on comments from the XNA development team and community comments during the beta (XNA has been available in beta form since August). Right now, to be able to play XNA games on an Xbox 360 you need to have a Creator's Club subscription. This allows you to build and deploy your own games. The majority of the Xbox userbase has no interest in building games and would rather just play games instead. That's fine, but $100/year to be able to play indie ga
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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Unofficial XBox Port (Score:2)
I wonder if anyone will ever attempt to use Mono to create a compatibility layer for these games to run on Linux/OSX or even on the original XBox. Presumably this would just be "a simple matter" of reimplementing the APIs used by this toolkit, since Mono is compatible with Microsoft's CLI already.
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So I make a vijeo game for XBOX360 (Score:2)
Burger King ! (Score:4, Funny)
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Hey the racing game is pretty fun for $4. I haven't tried the other two though.
The worst part of it was my wife making fun of me for being excited about a happy meal toy
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
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I could imagine some puzzle or fighter type games being created by small teams. The amount of art and sound for those games could be very low and still be a fun and visually stunning game.
Re:SNES (Score:4, Informative)
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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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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.
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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.
PSP As well... (Score:2)
Dear companies, not everything is going to make a million dollars, deserving an expensive subscription or development
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.
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You CAN'T develop real games with such licensing restrictions.
Microsoft's Viral Licensing (Score:2)
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Really? I wasn't aware that MS was making money off the 360 in terms of either hardware sales or you running your own code off of their unit.
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What are you talking about? A consumer/indie console sdk is a dream come true for anywone who's wanted to develop on a console. Show my any pygame app deployed on any console that comes anywhere close to looking like XNA Racer.
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yeehaw! I'm gonna write me a program! (Score:3, Funny)
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I run Xebian on my Xbox, and run mythtv-frontend from within there to watch my mythtv. It's just barely passable, the famerate is sometimes noticable. Anyhow, it's a full Debian system; I'm sure OpenOffice is in the package management.
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
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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.
Very low level API (Score:2, Informative)
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Absolutely correct. Think of XNA as MDX (Managed DirectX) version 2.0. Oh, and DirectInput is missing because that's being replaced by XInput [wikipedia.org]. It's easier to work with, and will be the way of the future (DirectInput will still be supported in DirectX, of course, since DirectX strives hard to be backwards compatible across versions).
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Developers, developers, developers! (Score:3, Insightful)
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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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Its nothing to do with that. Unix/linux has as many if not more tools to develop code on than windows
and besides which , the majority of unix coders are happy coding at the command line with "cc" and "make"
if theres no GUI dev env available (some even prefer the cmd line , myself included). How many windows coders
could work from a DOS prompt?
The reason theres more windows than unix apps is simply that win
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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
Ohh the potential for MMORPGs (Score:2)
appropriation of participatory culture. (Score:2, Interesting)
We can see this transformation across corporate culture with the flood of web 2.0 software and services. It simply far more profitable to have your consumers produce the content that you service that it is to make content your self. This also shapes the traditional big budget game productions look at what EA is trying to do with Spore or the popularity of
Torque X (Score:2)
http://www.garagegames.com/products/torque/x/ [garagegames.com]
If you already have a Torque Game Builder license, you can also use Torque X to make games
for the Xbox 360. I just discovered the release, so I dunno how similar this will be to TGB,
but they use the same scripting language for all their products. I'm guessing only some minor
porting is needed, and that gives you four platforms to make games for (Mac, Linux, Windows, 360).
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.
An XNA community site (Score:2, Interesting)
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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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It's not obvious that this is the case, but it may well be useful. It largely depends on how much access to the hardware the developers have. If it is all abstracted through bullet proof drivers and the .NET VM, then it may be fairly uninteresting. If developers are able to poke the machines directly and tinker on a fairly low level, then they may well be able to sort out some things which will be useful to the Linux dev commu
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Nice way to make sure you don't do a port to something else.
I think the DirectX part is more likely to restrict portability. C# can run on a lot of platforms, thanks to the mono team's work, you know?
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You're new here aren't you.
C#/.NET is only support on Windows period. Microsoft has not support C#/.NET on any other platform. Mono is not a Microsoft sanction product. Microsoft has NEVER embraced Mono. Microsoft, if they decide, can pull the plug on Mono anytime. In fact Microsoft's agreement with Novell may be one step in the direction.