Microsoft Unveils XNA Framework, Opens Xbox Live Services

/optimistic :)
It is a good thing, if it's taken on board by a small team of respective and dedicated coders like Introversion.

/pessimistic :(
It's horrific news too because it's gonna mean you'll get some bunch of idiotic bedroom coders who think they're über-l33t skills can produce the next retro-based pacman clone with HDTV support and 5.1 surround.
 
Would a retro-based pacman clone with HDTV support and 5.1 surround really be a bad thing? I'd probably play it if it existed :P
 
~J~ said:
/pessimistic :(
It's horrific news too because it's gonna mean you'll get some bunch of idiotic bedroom coders who think they're über-l33t skills can produce the next retro-based pacman clone with HDTV support and 5.1 surround.


Thats how most of them started out, they had the tools made the bedroom game and have become what they are now. I personally think its a good thing to encourge new programmers and the likes
 
XNA can't be used for serious games because of this little problem:

The XNA Framework contains a custom implementation of the Microsoft. .NET Framework and new game-development-specific libraries designed to help game developers more easily create cross-platform games on Windows and Xbox 360 using the highly productive C# programming language.

It'll be brilliant for arcade games, but too slow for a serious game. You need C++ due not only to the highly optimised compilers, but the ability to use in-line Assembly and handle memory yourself. In time C# may be fast enough, but for the moment I have my doubts. We're talking about a console here, they don't have the spare power.
 
Boogle said:
XNA can't be used for serious games because of this little problem:



It'll be brilliant for arcade games, but too slow for a serious game. You need C++ due not only to the highly optimised compilers, but the ability to use in-line Assembly and handle memory yourself. In time C# may be fast enough, but for the moment I have my doubts. We're talking about a console here, they don't have the spare power.
Presumably other features of XNA can be used even if you don't use the .net stuff. Also it's possible to use C# as a scripting language that will interface with faster C++ code.

I think the ability to use C# is probably aimed at making games for Live arcade. In fact I've been discussing the possibility of publishing a game via Live arcade with some people I've been making a mod with.
 
~J~ said:
/optimistic :)
It is a good thing, if it's taken on board by a small team of respective and dedicated coders like Introversion.

Ahhh Introversion
I remember having to get a mail order copy of uplink. Darwinia was good but really didn't draw me in, looking foward to defcom. War without all the politics, YAY
 
*Holy thread revival!*

I saw a Channel 9 interview last night with one of the guys that's doing this. It looks pretty good. He showed a pretty good racing game and it was only running on one core.

But I think the worst thing was the subscription. On top of your Xbox Live annual sub, you have to pay the same price again for the 12-month XNA sub. This allows you to compile your own games and run them from the XNA launcher on the 360. Then I guess if they offer other people's games you will need to shell out MS points for those too!
 
ic1male said:
*Holy thread revival!*

I saw a Channel 9 interview last night with one of the guys that's doing this. It looks pretty good. He showed a pretty good racing game and it was only running on one core.

But I think the worst thing was the subscription. On top of your Xbox Live annual sub, you have to pay the same price again for the 12-month XNA sub. This allows you to compile your own games and run them from the XNA launcher on the 360. Then I guess if they offer other people's games you will need to shell out MS points for those too!

At the moment you won't really be able to put games up on Live, you'd have to contact MS and show them your game. They'll probably recieve hundreds, they'll only release the best onto Live and at a fairly limited rate, like one a week.

I went to a presentation on this and although it looked nice for small developers, it's not going to mean a lot to the average consumer.
 
ic1male said:
But I think the worst thing was the subscription. On top of your Xbox Live annual sub, you have to pay the same price again for the 12-month XNA sub. This allows you to compile your own games and run them from the XNA launcher on the 360. Then I guess if they offer other people's games you will need to shell out MS points for those too!

No, top play other peoples 'homebrew' you won't have to pay, not unless it gets a publisher and a goes comercial. The money is for the software, the support and to recoup some of the loss leader nature of the hardware.

If you think it is expensive, just remember you get a fair amount of what a full 360 dev kit can do only at 1/100th (litterally) of the price!
 
And as far as I understand it, you can still make PC games with it without a subscription, and it should be simple to port if you do ever get one.
 
'Tis XNA launch day today. Apparently you can download the XNA Game Launcher on Xbox Live now though I haven't had a look meself.
 
Ok, I've downloaded the updated XNA Game Studio Express, but I cannot find where you subscribe to the Creators Club on Xbox Live? Anyone know where it can be found?
 
There's a membership link when you download the XNA launcher on the 360, im not sure if thats what you were thinking of or not. I think it was £65 for an annual subscription.
 
melchy said:
There's a membership link when you download the XNA launcher on the 360, im not sure if thats what you were thinking of or not. I think it was £65 for an annual subscription.
Yeah cheers, I just found it - I downloaded the launcher and never noticed the memberships link. I don't think I'll subscribe just now, I'll have a play around over the holidays then maybe subscribe in the new year.
 
thor said:
Yeah cheers, I just found it - I downloaded the launcher and never noticed the memberships link. I don't think I'll subscribe just now, I'll have a play around over the holidays then maybe subscribe in the new year.
That's pretty much what I am doing. Going to get some stuff developed and working properly on the PC, then when I am fairly happy with that, subscribe and see how it works on the 360. Although I am thinking it will be later next year rather than earlier.

It all seems rather restrictive though. The only way anyone else can play your games on the 360 is if they are also subscribers. I think they'll have a major case of too many developers and not enough players. Still, I guess from the MS point of view that's all good - they're training the hobbyists and indie studios how to code for the 360 - for a fraction of the price of getting a dev kit. They'll get new novel games being developed regularly - and probably will put quite a few on the marketplace in the end. How to get the next gen of coders more used to xbox hardware than Sony. Perhaps I am reading too much into this - but MS are definitely playing the long game here.
 
Chu Chu Spaceship HD here we come! ;)

Im on the learning curve, but it should be fun! I have the graphic skills, just need my mate to help me program it.

I might then take my 3D skills to town and see what the 360 can do.
 
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