twonjosh

Here goes,

The official dev kits intergrate within Visual Studio and compile on PC and send the executable to the machine and launch it via remote debugging. This also allows for breakpoints, steping thru code, etc.

Will this new XNA subscription and Game Studio Express be similar to this idea

I'm dreading things like relying on Windows support and burning it to a CD to play it on the 360. (For example)


Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

aka_Big_Wurm

Does not sound like you will be burning any CD's it will be done over the network




Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

Meekel

It's a very good question. Since dev kits are hard to get nowadays the XNA Games Studio Express must have some characteristics of the official dev kit and what we can do with it. We'll just have to wait and see.





Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

David Weller

Please read the FAQ.




Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

Meekel

Q: How can you debug XNA-based games running on the Xbox 360
A:
Debugging on the console is supported through a remote debugging connection from a Windows desktop running XNA Game Studio Express.

Just incase you can't find the FAQ ;-)





Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

twonjosh

I guess what I was asking was more detailed information on what "remote debugging" means on this platform. Will it have, watch windows, breakpoints, stepping thru code, etc

If it does than i'm uber excited for this. :)




Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

Blamb

From what I have heard in sessions that I have been in at Gamefest is the Express remote debugging will have breakpoints, stepping thru code, watches, and traces back to the PC. I am looking forward to the full release of this tool because it will speed up prototyping. Hopefully some of the slides from this event will be released by Microsoft so we can all digest it.





Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

Windsword

Um.... let me get this thing clear, since i'm still confused:

To run/debug our game under xbox 360, i must hook up my PC to xbox 360 with some kinda lan or wireless lan, then connect to the internet to enter xbox live






Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

Egomancer

Well,

I understood that you pay 99$ for 1 year, they make you a FTP account on the XBOX live site or another site where you upload the build. You connect with your XBOX360 there and you dload the game and play it. If I understood wrong please correct me.

Egomancer






Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

mpipe again

I believe we'll be able to test all we want, but to release it we'll have to pay the $100 for the developer's club so others can download the game.





Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

Jim Perry

 Windsword wrote:

Um.... let me get this thing clear, since i'm still confused:

   To run/debug our game under xbox 360, i must hook up my PC to xbox 360 with some kinda lan or wireless lan, then connect to the internet to enter xbox live

Stop after "wireless lan" and I think you've got it.






Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

Jim Perry

Egomancer wrote:
I understood that you pay 99$ for 1 year, they make you a FTP account on the XBOX live site or another site where you upload the build. You connect with your XBOX360 there and you dload the game and play it. If I understood wrong please correct me.

According to the FAQ:

Q: How exactly can I share my 360 game to other 360 users Will my game only be available to people with the XNA ¡°Creators Club¡± subscription Will it be available to all 360 users that have an Xbox Live account
A:
There is currently no supported way to share binaries on the Xbox 360. Currently, there are four requirements that must be met in order to share a game targeting Xbox 360 which is developed with XNA Game Studio Express.

  1. The individual you are planning to share the game with must be logged in to Xbox Live and have an active subscription to the XNA Creators Club
  2. The receiving user must have downloaded the XNA Framework runtime environment for the Xbox 360
  3. The receiving user must have XNA Game Studio Express installed on their own development PC
  4. The game project, including all source and content assets, must be shared with the receiving user. The receiving user then compiles and deploys the game to their Xbox 360.

It says nothing about an FTP account and I've seen nothing on the forums about it. How other members of the Creators Club get your project is up to you to handle I believe.






Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

The ZMan

Too much speculation... as several people have said its all in the FAQ!

For v1.0 (Pro edition and future releases may be different) anyone who wants to run an XNA app on a 360 needs:

*  a creators club license - that include you as the developer or your friends. The $99 gets you the right to run XNA enabled games. The FAQ says you will need a connection to xbox live presumbly to check your license and keep your XNA binaries up to date just like commercial games.

*  GSE and your solution - as GSE is the only deployment mechanism for your game

* a network connection between your xbox and the PC for debugging (however I notice the FAQ doesn't actually say that deployment will be over this connection!)

 






Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

Egomancer

Well,

I run a gamedevelopment company and I can say that I know a few things about making games. However after I have read the FAQ (ALL OF IT) I still do not know how I can test my XNA games on my XBOX360. If anyone can clearly explain me the process of getting the code and executables from my PC on my XBOX360 to test I will be eagerly listening. Because as it is now I do not know how I do this.

I hope that you all know that if you get a PC with XNA installed and an XBOX360 you can not directly get the code from the PC to XBOX using a network cable.

Once again, what I would like to see is something like this (this is my understanding of the process):

1.code the game

2. upload it on a Microsoft service (XBLA)

3. log the XBOX to the Microsoft service

4. dload the binaries

5. test the product

If I am wrong please correct me. I am talking about testing MY games on MY hardware, not sharing with others...

Egomancer






Re: XNA Game Studio Express Xbox 360 Official Dev Kit vs. "the XNA thing"

The ZMan

I hope that you all know that if you get a PC with XNA installed and an XBOX360 you can not directly get the code from the PC to XBOX using a network cable.

I will assume you mean that you can't get the code from the PC to the XBox *today with the beta* then you are correct - there is nothing in the beta to enable Xbox 360 deployment.

If you list is "what you would like to see" then feel free to suggest it as an enhancement on connect. If your list is "my understanding of the process" then I guess we will have to wait and see ;-) Since nobody outside of Microsoft and people with NDAs have seen the process anything at this point is speculation since the FAQ does not 100% describe the process and I can't find a public thread from anyone at Microsoft describing it. (maybe it was described at gamefest - I wasn't there!)

However the FAQ covers enough to understand that the deployment mechanism will be Game Studio Express, that you need to provide a solution file and your project source and assets, that you will need to have paid the club membership to run any code on the 360 and that debugging will be done over a local LAN and there is nothing special about being the developer or owning the hardware - its $99 to run XNA code on the 360.

From the FAQ
"To develop, debug and/or play games on the Xbox 360 you will be required to purchase a XNA ¡°Creator¡¯s Club¡± subscription"
"Debugging on the console is supported through a remote debugging connection from a Windows desktop running XNA Game Studio Express. "