Francois has given us the green light to release our second xna exported game on XBLIG - enjoy!
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Open a TicketFrancois has given us the green light to release our second xna exported game on XBLIG - enjoy!
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my friend just got the iOS exporter also participates in xna beta
is this going to screw anything up?
what order should he do it in
From personal experience, I REALLY recommend you do not EVER use mp3, just use wav from the start, it will be highly compressed in the conversion with no observable loss of quality.
request for beta 14
- support for .wmv or any other video file
- ability to purge memory ("trash collector")
so if i have scale object by "2" its ok but not "2.1"?
what is the exact definition of double precision?
any chance of wmv file support in next build?
or any video file...
oh dear i was about to invest in a wp7 device, this is bad news. can you try working in a lower resolution and see if that helps? 320x240 for example..
request:
can we force it to stop bilinear filtering the object when it is resized using the default "set scale" command?
i want my object to resize without resampling the image (i.e. perfect "nearest neighbour" pixel : pixel increase)
beta 12 possible bug
i set an object to have eight directional movement
no matter what i do, i cannot affect the speed of the object beyond the default speed set in the object properties,
for example
default speed = 100
when holding down joystick 1, speed = 100
when holding down joystick 1 (negated), speed = 10
the speed always stays at 100
This is half bug, half question -
If you set a lot of active objects move in direction of player object, if they begin to overlap and crowd into the same space, dramatic slowdown occurs on xbox, but not on pc.
Who here is using the XNA exporter for phones, rather than xbox?
Please can you give any advice on what phone to use for development purposes? I heard the LG Quantum C900 is ok
I think he was confused, because Xbox Live Indie Games do not have leaderboards, so I am assuming it is just for mobile...correct?
In the next build, please could you allow access to "upgrade trial to full version" in xbox application
also in the next beta *please* put in the ability to purge memory,
until this is done, i had to abandon working on a graphic intensive project where the memory was being overloaded from having too many large maps stored
so...can anyone answer my question?
is there any way to read from the mic at the moment?
is it possible to detect if there is any input to the iphone microphone
not voice detection, simply based on db / volume level
for example, so you could make a app with a candle, and the user can blow it out
Thanks to everyone who had a positive comment!
Yes, of course we checked with Francois first. He was very excited and pleased that we achieved this release with beta software. I have been chatting to him privately throughout the development of this game.
Hey all,
If you follow Clickteam on facebook, by now you may have noticed the great news that we have our first game live on the xbox marketplace that was made entirely with MMF & the beta exporter!
I noticed Chris Street was asking about how we handled the evil checklist. The answer is...even though we followed the guidelines as closely as possible, many users in the peer review process found problems that meant we had to resubmit our game in peer review many times.
If you can believe it, the first time we submitted what we thought at the time was our final build, was back in early June.
So it spent about 3 months in peer review, with constant tweaking and fixing.
Some useful advice I can give:
When you submit a game into peer review, all it takes is just two users finding something that does not comply with the evil checklist, and the game will fail. You then must wait 7 - 10 days before you can resubmit.
So advice #1 is... try and make sure the game truly is complete before you submit your game into peer review. The more times it fails, the less other users will take you seriously, and give you their time.
Advice #2 is submit the game into playtest before peer review. We did not do this, and many people on apphub will think you are ignoring the "right way of doing things" if you go straight into peer review, especially if they find problems with your game that would have easily been spotted in playtest.
Advice #3 is...get/borrow four xbox controllers (wired or wireless, does not matter) and make sure you test your game on a sdtv and confirm all text is still readable, all important gameplay elements such as HUD are visible.
In other words...if we had made sure the game was playable on an sdtv, and worked with all four xbox pads, we probably would have been approved back in June.
Every day I see other peoples games failing for the same reason.
Final bit of advice, that seriously makes all the difference, is peer review as many peoples games as you can. And in as much depth as you can. I spent a couple of days doing long, detailed peer reviews and we were live within just a few days of our final submission into peer review. Do not be afraid to fail other users, as long as the fail is valid in relation to the evil checklist.
You get an experience points rating on the apphub forum that slowly diminishes over time. You earn points for reviewing other peoples games, posting in the forum, and successfully submitting a game that gets approved. You lose points by not obeying the forum rules (such as posting "please review my game").
So probably the most worthwhile thing you can do right now if you intend to submit a game in the near future, is spend the time to review a game each day, or at least a few each week, build up your exp rating, and of course, submit a game into playtest even if it is a very early demo. Because then you can talk about the game, earn peoples trust, and build a place in the community.
And here is the link to our game! It is doing well!
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