http://news.teamxbox.com/xbox/11540/Mic ... First-Time
Looks quite good value at $99

Nice, so we might can let our ogre games run on xbox 360?handcircus wrote:Apparently Microsoft are releasing a beta of XNA Game Studio express, which apparently will (in the final release) allow you to compile and execute your own games on a retail 360, plus will have community features to allow others to share their creations.
http://news.teamxbox.com/xbox/11540/Mic ... First-Time
Looks quite good value at $99
You are not wrong in this. Look at what has happened with java...many universities are now "Java only" schools. I think Joel on Software said it best. Replace Java with C# and the same argument applies.sinbad wrote:So, whilst this is very cool, it could also be very dangerous long term to the prospects of cross-platform development. If all these students are coming out of university only knowing how to write .Net code, where are all the other console developers going to come from? Look what's happened in the business world, do you really want MS to dominate so much in the games industry too?
You are mistaken. This is more or less a glorified DirectX port (with a lot of enhancements and value-adds), for .Net. You get both 2D and 3D from it.I may be wrong, but as far as I understand the thing, it is only dedicated to 2D games, not 3D.
And more tidbits here:Q: Can I use the XNA Game Studio Express or XNA Framework to build a commercial Xbox 360 game?
A: XNA Game Studio Express will enable you to create Windows and now Xbox 360 console games much more easily. These games are limited to non-commercial scenarios for 360 titles created with XNA Game Studio Express. However, XNA Game Studio Express may be used to create commercial games which target Windows. We will be releasing XNA Game Studio Professional next spring which will allow developers to create commercial games for Xbox addition to Windows.
Q: Isn't managed code in the XNA Framework interpreted and therefore slow?
A: No, it is not interpreted. The IL is just-in-time (JIT) compiled into native code when it is initially loaded by a process, prior to execution. This allows hardware-specific optimizations unique to the PC and Xbox 360 architectures.
Q: Why isn't there any Xbox 360 support in the beta?
A: Microsoft does not release beta software on the Xbox 360 for security reasons. Thanks to the design and implementation of the XNA Framework on both Windows and Xbox 360 however, games developed using the XNA Game Studio Express beta starting August 30th will be easily adapted to run against the Xbox 360 retail console upon availability of the finished tools later this holiday.
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.
Q: Can I store my XNA Game Studio Express game on my memory card and share it with a friend?
A: No. Games developed using XNA Game Studio Express cannot be shared through a memory card at this time.
Q: Do I need a hard drive to run XNA-based games on my Xbox 360 console?
A: Yes. The XNA Framework runtime environment for Xbox 360 requires that a physical hard drive be present on your Xbox 360 retail console.
Q: Can I create non-gaming applications (such as a Media Center/Player) with XNA Game Studio Express?
A: On Windows this is possible, but the initial release on Xbox 360 is tuned to writing games. This is an area we are actively looking to the community for feedback on the types of applications they want to write for their Xbox 360.
Q: Does the XNA Framework include the ability to use Xbox Live?
A: The initial release of the XNA Framework on the Xbox 360 will not have any support for networking. We realize this is a big area of interest for game developers and are actively working on a solution for the next release.
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.
Q: How will the XNA Framework be available to developers?
A: The XNA Framework will be made available to Windows game developers via a free download. In order to develop for the 360, developers will need to join the XNA "Creators Club" which includes everything a developer needs to build non-commercial games for an Xbox 360 retail console.
Q: How exactly will I be able to run a game built with XNA Game Studio Express on my Xbox 360?
A: On Windows, you'll be able to develop, test and distribute software created with XNA Game Studio Express for free. When you sign up for the nominally priced annual subscription to XNA Game Studio Express for Xbox 360, you'll be able to write a game on Windows, then send it to your Xbox 360 to test and enjoy. Eventually, you'll be able to distribute that code to other Xbox 360s, opening up a unique publishing avenue which will democratize game development on consoles.
All in all I think this is great stuff, but there are a few things that I'd like to see sorted out, such as adding networking. I'm sure I'll be signing up for $99 to be able to play around with the 360, and I'm sure someone will port Ogre overhe beta released at the end of the month will be just on the PC. The release version (at the end of the year) will let anyone with a "creator's club" membership ($99 per year) create builds on their PC to run on their Xbox 360. You'll basically take your Xbox 360 on the same local network as your PC, set it to listen for a code dump from your PC running the Game Studio Express, and then on your PC you hit the 'ol "compile and run on 360" thing. Very similar to the actual pro development environment, only it works on retail 360s (on the same local network, provided you have a creator's club membership activated on that console).
You can share your games to anyone else in the creator's club. Just send the XNA project to them in email, on a memory key, put it up on your site for download, whatever. They load it up on their PC in their copy of XNA Game Studio Express, and send it to their Xbox.
The goal is that, in the future, they'll have a channel for people who are not members of the creator's club to download and play the homebrew games. Like, there's Live Aracade, and there will be Creator's Arcade or some such. Anyone in the creator's club would theoretically be able to submit to Creator's Arcade and MS would examine it to make sure it's not really a pirate game or won't harm your Xbox, then they put it up for everyone to download and check out. That aspect of it is a little further out (think next year) and they're still working on details like ownership and copyright, how they'll examine submissions for safety, etc.
That means if you want to play the homebrew games you have to be a member of the Creators Club. Thats the most disappointing point in the whole FAQ. This greatly reduces the reachable audience since I do not think more than a fraction of the players are willing to pay 99$ a year for playing small homebrew games.# 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
True. Even worse, from the FAQ it sounds like you'd usually be sharing the code with other members and they'd have to compile the project (have XNA studio express installed, have a PC and a LAN) and then push it onto the 360 from your PC. You're not going to be sharing your games with regular users this way.That means if you want to play the homebrew games you have to be a member of the Creators Club.
I'm guessing that they're working on the system that allows people using XNA to share their games but they may have to purchase the professional version before they'll be sharable, and it'll probably take a year or so before the system is in place.In spring 2007, Microsoft will release the professional version, the only way to sell games created using the toolset. The pro version will feature "new capabilities more geared toward professional game developers" and a higher price, said Scott Henson, the director of platform strategy at the Microsoft Game Developer Group. Henson declined to reveal the amount. All the various methods of selling games--digital distribution, Xbox Live Marketplace, and boxed retail games--will probably be available to gamemakers, but the details haven't been decided, he said.
They won't allow unmanaged code with the XNA framework, mostly for security reasons. So Ogre is out; the closest to having an "Ogre" game on XNA will be by using AxiomFalagard wrote:I normally wouldn't write game code in C# even though I'm comfortable with the language. However, opening up the 360 to homebrew games - that's pretty big. Big enough that I'd consider wrapping my own engine in managed code if it could run on a 360 by doing so.
I wonder if managed C++ can be used...
You stole my thunder.leedgitar wrote:When Microsoft says "cross platform", I think they mean all of their platformsMicrosoft advertises the XNA framework as cross-platform, but for me its not really cross-platform when you are locked to microsoft platforms.`
For people writing games with the XNA Studio in hopes of getting their games on XBLA, it will be very valuable. Those developers will be able to ensure their code runs on the 360. That may not seem like much, but consider this: you can actually talk to Microsoft with a straight face about your game being put up on XBLA, confident that the game actually runs on the 360.When consoles are the devices that are true "insert and play" (and that is its main selling point), the XNA express seems to offer the oposite, where i dont see any real value