MarijnStevens

Reading the FAQ, I saw this:

Q: How can I share my Xbox 360 game built with XNA Game Studio Express with other Xbox 360 users

A: To share your Xbox 360 game with friends, four requirements must be met:
  • 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
  • The receiving user must have downloaded the XNA Framework runtime environment for the Xbox 360
  • The receiving user must have XNA Game Studio Express installed on their own development PC
  • 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.
We are actively working on other ways to allow you to more easily distribute your games and are very excited about the possibilities this will open up for independent game development.

Q: Can I store my XNA Game Studio Express game on my memory card or CD/DVD and share it with a friend
A: No. Games developed using XNA Game Studio Express cannot be shared through a memory card or CD/DVD at this time.

I just want to know how "public" the research information is, I really like the idea distrubute my own xbox 360 - dvd games. But currently I only develop for windows, and there you also don't have a easy way to wrap the information and export it to an installer. ( with all depencies included ).

A second qeustion would be where I can learn making tools for XNA Game Studio Express studio ( if it is possible anyway, just like intergrating my own starter kits just looks impossible, except the "My Templates" Tab, but just would like to share it with all. ) Because I would like to make an tool to make sharing [edit] the game only [/edit] possible. I tested my Beta 2 games on an friends PC, and it just run fine. ( windows ). Why do you need to share the code, and compile local for xbox 360. What is really the problem that you need the XNA loader, and not just boot from an DVD (for example)


Re: XNA Game Studio Express Biggest Drawback

Marcus J

This is the biggest drawback...right now. I believe that in the future you'll be able to put your game on a memory card/DVD and play on any 360. That's just my feeling though.




Re: XNA Game Studio Express Biggest Drawback

Jim Perry

"I just want to know how "public" the research information is, I really like the idea distrubute my own xbox 360 - dvd games."

I would say, not public at all. They're not going to tell us anything until it's mostly written in stone, and for good reason.

"A second qeustion would be where I can learn making tools for XNA Game Studio Express studio."

What's your definition of "tools" You can make starter kits easily - check here.






Re: XNA Game Studio Express Biggest Drawback

MarijnStevens


I meant writting tools in general.

However, I would also like to make an starterkit for game-style installers. Great help!




Re: XNA Game Studio Express Biggest Drawback

Jim Perry

MarijnStevens wrote:

I meant writting tools in general.

That's a very broad area. You don't specifically need GSE unless you're using GSE specific classes/namespaces. For instance, you could write a 2D map editor in plain C# without using anything specific to XNA.


MarijnStevens wrote:

However, I would also like to make an starterkit for game-style installers. Great help!

Why not just use a regular installer like Wise, Install Creator, Inno Setup, etc.






Re: XNA Game Studio Express Biggest Drawback

MarijnStevens

No, I mean of course an XNA independed tool.

As for the installers I just bump to much into design (like art) limitations. And I would like to explore (never made installers) and use advanged updated options.




Re: XNA Game Studio Express Biggest Drawback

CsharpNeophyte

I really do not know what Microsofts intentions are with the current deployment system but here are my thoughts. Some or all could be completely off base.

1) Microsoft could be worried that if easily deployable content is available (such as deploy to XBOX via DVD) then people will be downloading applications left and right and possibly "bricking" their xbox's due to malicious (or accidentally bad) code. The restriction of having to have the development system and the source code of the original app to deploy could help avoid the malicious part since you (if you had the knowledge) could look at the source code. The compact framework "sandbox" should be able to protect a users system from things like this but I do not know the details of that.

2) Currently, all commerical XBOX developers have to license their applications/hardware through Microsoft (which is the only place Microsoft makes any money on the XBOX line). For any commerical venture I think this is going to continue to be the case. But I can see a time in near future when Microsoft may host (via Live Gold probably) a content download service (for little or no cost) for FREE homebrew applications developed with XNA so the end users will not need the development platform. By forcing content delivery through their systems (either the current way, or some future Live download method) Microsoft can make sure that people are not developing commercal software and deploying it without paying the required license fees.