Blogs and Discussion
XNA COMMUNITY GAMES INBOUND
Monday, October 20, 2008

You Xbox junkies are all probably aware of the New Xbox Experience coming down the pipe in November.  The NXE is going to completely change the dashboard as well as add a ton of new features and avatars and a bunch of improvements to the marketplace.  All of that is fantastic and I look forward to it, but what really is the exciting part is the inclusion, finally, of XNA Community Games to the 360.


Let me just summarize what exactly we are talking about here.

XNA is a programming framework evolved somewhat from Managed DirectX and runs off of .NET.  The whole framework is designed for building games quickly and efficiently with it.  This means that small teams, single developers, or people looking to quickly demo or prototype game concepts have a great solution for implementing their plans on the cheap.  The framework itself is free to download and works with the free version of Visual C# Express.  

Currently, you have license to do whatever you want with games you build on XNA for PC.  Give it away, sell it, whatever.  No strings attached.  The other side of the coin is that if you have a Creator's Club membership ($99 for a year), then you were able to build your games for the 360, and then deploy them from the IDE to your Xbox 360 and play them.  You could also package up the game and send it to other Creator's Club members who could then deploy to their 360s, but that wasn't really an ideal solution.  We wanted a way to utilize the system already in place to distribute our games for the Xbox.  The XNA team kept saying that they wanted us to be able to do it, and they would work until it happened, and finally they announced that we were getting our wish.

It took a while for all of the details to trickle out, but basically it's like this: when you finish your game for the 360, you can upload it to the XNA site, where it will undergo either playtesting or peer-review, depending on what stage of development you are at.  If it passes peer-review by other Creator's Club members (determining that the game is playable, that the description is accurate, and that there is not inappropriate content in there) the game will go up on the Community Games section of the new Xbox Live Marketplace for people to purchase, at one of three price points - 200, 400 or 800 points.  And get this, the developer take is 70%.

The dream was for it to be the youtube of games, and I think it will be much more than that.  I can't wait.

So if you have an Xbox 360 and a Live account, be sure to support some of the indie devs when Community Games launches.

Posted by Brian at 10/20/2008 9:59:00 AM0 Comments

SQUAWKBOX 4 RELEASED
Saturday, August 23, 2008

There are some who claimed this day would never come.
http://squawkbox.ca/news/


Tonight we have released a public beta of Squawkbox 4. This nearly complete program has everything you expect from Squawkbox, will work the same and will allow you to fly on VATSIM with FSX via SimConnect. It is fully-functional and not limited in any way.

Why call it a beta then? Well, there's still more to do. A few minor but persistant bugs pop up in certain situations and there are some nagging issues that have hung around as well. By releasing now, we get a stable program out to you and it gives us the opportunity to continue to improve the software.

Please, if you have any issues with SB4, post in the forums. There are so many bright people there and it allows us to track things all in one place.

Thanks, of course, goes to Joel for building the foundation of Squawkbox and giving me the honor of participating in it's development.

Posted by Brian at 8/23/2008 12:39:00 AM0 Comments

Not the news you were hoping for!
Monday, July 28, 2008

Yes, I still have the big announcement coming in a day or two, but I wanted to share this.

Every once in a while, I am convinced that I have heard the absolute stupidest comment made online, and as if someone is trying to disprove evolution, a few days later that gets topped.

The new favorite comes from the comments for a news item on WiiWare World, a site dedicated to Nintendo's ridiculous half-assed effort to be part of the independent game movement. To sum it up as quickly as I can, Microsoft and Sony have not only built services for smaller downloadable games on their consoles, but they also are making strides to open those services up to indie game developers with initiatives like the ever awesome XNA. Nintendo came rolling in on their chariots of money and announced that they too have deigned to allow a download service for their Wii. Immediately, heads cocked to the side like a kennel of terriers, given that my camera phone has a good deal more storage space than a Nintendo Wii, but Reggie and the crew laughed off any objections and said "Don't you worry yourself about that! We are opening up the cutting edge of Wii development to the little guy! Good job, little guy!"

Turns out, the "little guy" has to be an established developer who can illustrate a history of performing to the exacting standards of Nintendo products, who has an address for their company at an address zoned as business property, and can scrape together a couple thousand bucks for the SDK. And then they have to fit their game into a tiny toenail of storage space so people will actually be able to store it on their Wii.

This, of course, means that Penny-Arcade Adventures by HotHead is not going on the Wii, because given the amount of art, content and 3D models in the game, it's over 200MB, which is like four times the limit for WiiWare.

This lead to a comment by a particularly dim fan under the handle "Peznaze", who said

"Meh, if they can't write efficient code, then I don't want their game on the Wii. Learn to program, then try to sell your wares."

Ladies and Gentlemen, I give you the reigning champion.

Posted by Brian at 7/28/2008 5:11:00 PM3 Comments

Watch This Space!
Thursday, July 24, 2008

Hopefully I'll have a big announcement up here in the next day or two.

Posted by Brian at 7/24/2008 1:43:00 PM2 Comments

Some help on the water front
Monday, July 07, 2008

For those of us still running DX9, and I assume that's most people, one of the spots we are hit the most in comparison to DX10 is water quality.

The FSX default water is nice, but I loved the way that DX10 water looks.

Well, some help is on the way:
FS Water Configurator has been released and it looks great. You might have noticed that Phil blogged about this a while back, citing the "amazing visuals" that FSX is capable of with a push in the right direction. I'm guessing that it's just a configurable shader generator, essentially a better looking version of the water slider with a ton of more features.

FSWC is available for download right now, and the price is right. There's a download link at AVSIM as well and if you like it, make sure you donate so we can keep good developers making good products.

Posted by Brian at 7/7/2008 4:33:00 PM1 Comments

A casual MMO Flash sports game?
Monday, July 07, 2008

This isn't the post I've been sitting on, but I had to comment on this...

Two emails have popped up in my inbox today about a company headhunting for video game programmer. Normally I skip right over these, but this one mentioned Boston, and I believe Harmonix is in the area, so I took a look. This is what I saw:

Qualifications:

  • PC casual gaming MMO (Massively Multiplayer Online) a major plus
  • Mid to senior level developers, pc/windows game development experience. others is fine but must have windows
  • A plus to have online server side experience, Linux, etc, the other is client side work.
  • Flash exp. and/or Java exp.
  • This is going to be a sports game, so you should like sports
  • PC Gaming exp. a must


So wait... this is a casual MMO Flash or Java based sports game? Notice they don't mention C++ or DirectX, networking, etc. Just "Flash and/or Java".

Most job postings I've seen for development studios mention very clearly that they want shipped products, and I've come to understand that this is a very important element in the equation.

If anyone knows what company in Boston is making this game, or anything else about it, I'd love to know.

Posted by Brian at 7/7/2008 4:06:00 PM0 Comments

The sad part is...
Monday, March 10, 2008

Gamespy just pretty much wrote the same review.

 

They also reviewed MLB08:The Show for the PS3, saying it looks prettier than last year, runs more seamlessly, has loads of statistics, and as a godsend, has the ability to save mid-game.

 

That kind of sucks.  Anyone got a PS3 I can borrow?

Posted by Brian at 3/10/2008 2:02:00 PM5 Comments

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