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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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Microsoft Publishes Free XBox Development Tools
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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)
(http://www.iishacks.com/)
Re:Not quite free.... (Score:5, Informative)
Not QUITE informative- not really even correct. (Score:4, Informative)
(http://www.earlconsult.com/)
Here's the free code (Score:5, Funny)
#include "creatorsclub.h"
Re:Not quite free.... (Score:5, Insightful)
(Last Journal: Saturday December 09 2006, @02:58AM)
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.
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.)
Creator's club not necessary to use XNA (Score:5, Informative)
(http://www.daishar.com/blog)
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.
Is it just me... (Score:1, Interesting)
Xbox 360 only (Score:5, Informative)
(http://www.hansprestige.com/ | Last Journal: Friday September 14, @04:25PM)
So I make a vijeo game for XBOX360 (Score:2)
(Last Journal: Sunday November 06 2005, @10:30PM)
Burger King ! (Score:4, Funny)
(http://www.up2ng.com/?slash)
SNES (Score:5, Interesting)
(http://slashdot.org/ | Last Journal: Saturday February 05 2005, @03:50AM)
Re:SNES (Score:4, Informative)
(http://anticirc.coconia.net/)
Re:SNES (Score:5, Interesting)
(http://www.theblackforge.net/)
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.
Channel 9 Demo (Score:4, Informative)
http://channel9.msdn.com/Showpost.aspx?postid=261
Non commercial (Score:5, Insightful)
Re:Non commercial (Score:5, Informative)
(http://www.daishar.com/blog)
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.
yeehaw! I'm gonna write me a program! (Score:3, Funny)
Sample code with XNA: Madelbrot at 60fps (Score:2, Interesting)
(http://www.process64.com/jeswin)
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).
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.
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)
is XNA worth the bits it's made of? (Score:1)
Developers, developers, developers! (Score:3, Insightful)
(http://ninenine.com/)
Sony tried that 10 years ago (Score:1)
I have lost interest in game consoles since then so i don't know how the PS2 w/linux did. Does anyone know?
Using Other Developers To Profit (Score:3, Insightful)
(http://covertinferno.org/)
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.
Ohh the potential for MMORPGs (Score:2)
appropriation of participatory culture. (Score:2, Interesting)
(http://metavid.ucsc.edu/blog/)
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 EverQuest like MMORPGs where participants produce experiences with each other under the domain of corporate context provider. These experiences are enriched by this appropriation and therefore accumulate social capital, and whats important to remember about capital is that is transferable.
Its only logical that microsoft will try to capitalize on the home-brew game community. When those high up in the corporate hierarchy were shown a moded xbox and the home-brew software library, their question was not how do we stomp this out rather it was how do we appropriate this into our business model.
The tragedy of corporate appropriation is the tendency to make things suck. For example by shifting around generated social capital (ie your coolness becomes our brand) Your youtube videos are 1.6 billion for a few people at the top and free hosting for those at the bottom.
As the service model integrates the qualities/coolness of free & user generated software with open APIs, customizable interfaces and in this case low cost "development kits", the qualities that made free software so desirable are appropriated and generally potentially crippled as generated social capital is siphoned off to disproportionately support the (relatively minor) contributions of a few at the top.
So we see the rise of free service models wikipedia, creative commons, participatory culture foundation, the linux platform etc. (they are still appropriated and ofcourse people profit disproportionate to their contributions but at least there are some structural qualities in place that limit the disproportional profitability such as the GPL, open platforms, copyleft etc. We should probably chose to participate in those spaces if possible or given circumstance and specific goals you decide to make content for microsoft/google/sony, that fine as long as you think about it first ;)
Torque X (Score:2)
(http://www.360voice.com/tag/evilidler)
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)
(http://www.gameprojects.com/)
Thoughts on microsoft's strategy (Score:1)
Seriously, it sounds like this is an ok idea but the amount of restrictions seem to limit its potential. It appears to lower the barrier to entry...but does it really? It sounds like when you read the fine print they aren't really giving you much. I guess I can't blame them, they make their money on the games not the console...so if they started giving distribution rights away for free they would be screwing themselves.
Microsoft has been trying to have their cake and eat it too by making cross platform games for windows/PC easy. Games are the main thing that ties you average home user to the windows platform. They've kind of been eating themselves since they jumped into the console arena. Cross-platform is a way of saying to users "you still need windows for PC games!" while still growing their console end.
The trouble is, the PC has traditionally offered some advantages over the console in controls, community, etc. Perhaps advantages isn't the right word, rather differences. Most ported or even cross platform games feel like the PC support was stuck on as an afterthought these days, they have since the xbox came out. Its not a PC game...its a console game on your PC. Its only a matter of time before the PC gamers start just buying a xbox instead. And you can see that happening now, I hear a lot of people saying "its expensive upgrading my PC...I'm just going to buy an xbox360 or PS3 instead". Maybe thats what microsoft wants. But its also going to weaken their OS market because people are going to buy less new PCs and stay with their old ones longer.
We'll see how this strategy plays out in the end. Frankly, I think MS would have been better offering a console that was very different from the PC as a gaming platform to prevent dilution of that brand. But, they're a computer company so its not a surprise they stuck with what they knew. (The original xbox pretty much was just a PC anyway right?)
Why do you guys care about money so much? (Score:1)
XNA is a waste. (Score:1, Troll)
Well three reasons since you asked so nicely.
1. XNA allows you to build stuff for your PC for free, and pay 100 bucks a month for building for the 360? WOW! unless you care about the second half, ANY compiler allowed you to build stuff for your PC for Free. What's worse is unless a prospective employee has creators club (or wants to get it) they can't really see your work unless it's on the PC. So basically you're stuck.
Instead you can get Visual Studio with just DirectX and learn how to REALLY program, rather then relying on an enviroment. If XNA is easy to use, everyone will use it and there will be a lot of worthless demos. Companies want to see that you programmed, not that you did something easy.
2. C# is not a great programming language. Ok it has uses. However making games is NOT one of them. If you program for a console you're probably in C++ if you're not programming for a console you use what language you want. C# might make some stuff easier, but unless you know C++ you're not going to be a real asset to a company.
In addition C# is Microsoft's programming language. It's a bastard of C++ and Java, basically so Microsoft could own a language. Don't buy into it. Java and C++ are both good languages as well, I have heard of few jobs that want C# currently.
3. As people have mentioned to get access you need to pay 100 bucks a month then your friend has to pay 100 a month, then your other friend has to pay 100 a month. It's not a "cheap" development studio. A cheap development studio is your PC. Besides which unless you know how to do multi core processing (don't you DARE say you do unless you've done it and shipped a product, it's much harder then you realize) the 360 is going to be weaker then your PC. It's true you don't have a unified system, but even on the 360 you no longer have it with hard drives and non hard drives. In addition you have to submit to Microsoft's rules at times (mostly during production), which limits your freedom a little more.
This might be an option for some people but if you're doing professional grade work you will almost definatly have a dev kit. If you arn't it doesn't really matter because the work is the important part, not the final product so skip XNA and work on other stuff. The only person who needs XNA is the idiot who MUST program in C# and must program on the 360. Just remember anything you do in XNA will likely be only for the PC and 360, and not for any other console.
Microsoft is doing good positioning themselves, but if you look into their motives it's not for the fans. It's to improve their brands (C#, XNA, Xbox 360, DirectX). Unless you want to only support those brands you are better off moving on.
self-publishing? (Score:2)
(http://the-junkyard.net/)
Now, I don't claim to unerstand the terms of the XNA license, but I got the definite impression that you couldn't self-publish games either onto the marketplace or for free distribution - it has to be published through Microsoft.
You can't even share a game YOU wrote with a friend unless they also have a developer account, and even then, it has to be done over the XBL network.
So not only is this bad for developers who want to release their work for free or under their own license, but it forces you into a position of relying on Microsoft to publish your work regardless of your own wishes.
Am I simply misunderstanding something here, or is XNA really as idiotic as it looks to me?
Yawn (Score:2)
Re:Close, but no biscuit (Score:2)
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?
It had to be said, Pt. 2 (Score:1)