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Thread: MMF 2 & XNA for the Xbox 360

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    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    MMF 2 & XNA for the Xbox 360

    It was announced today that Microsoft are planning to release developer tools (XNA Game Studio Express) for the Xbox 360. There's more info here:
    http://www.shacknews.com/onearticle.x/43352

    I was wondering if there are any possibilities for you guys to add the ability to compile games for the XNA platform (provided Microsoft would allow it I guess). I really how no idea how different this XNA thing is from regular Windows games, but I'd guess it wouldn't be too different seeing as it's both Microsoft.

    Just curious <img src="/center/images/graemlins/smile.gif" alt="" />

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    Re: MMF 2 & XNA for the Xbox 360

    wow, microsoft have decided to not be a bunch of lame pigs for once although im sure someone will make a virus for it. It is probably using "Game Studio Express" only and you will not be able to make a legal compiler for any other programs

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    Clickteam Clickteam
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    Re: MMF 2 & XNA for the Xbox 360

    There is an annual fee on $99 to use it and test it though.

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    Re: MMF 2 & XNA for the Xbox 360

    But they have allowed GarageGames to make a compiler. Why shouldn't Clickteam?

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    Re: MMF 2 & XNA for the Xbox 360

    $99 a year isn't too bad.
    Maybe something to think about when Yves and Francois have some free time.

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    Re: MMF 2 & XNA for the Xbox 360

    Actually the software (at least the beta version available at the end of august) will be free, and can be used to make games for both the 360 and Windows platform PCs. The $99 subscription fee is tied into Xbox Live in that you pay the fee to be able to use the software on the 360 (though PC use is free, obviously).

    I think the subscription is there for two reasons: 1. To make more moolah, and so paying developers don't feel ripped off, and 2. To prevent just anyone being able to run homebrew code on their console without first agreeing to Xbox Live's TOS and getting all their security patches, etc (In an effort to stopping to the mod community. Whilest modders will have access to the XNA and probably the harddrive, various patches for the 360 firmware which are distributed via live would be unavailable, or might lock out the security exploit the modder uses).

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    Re: MMF 2 & XNA for the Xbox 360

    "when Yves and Francois have some free time"....he-he-he....is such a thing possible?....

  8. #8
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator ProPatch Maker
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    Re: MMF 2 & XNA for the Xbox 360

    Ah, wouldn't that be nice, Xbox 360 home brew. Hopefully by the time the Irrilicht Objects are released. Mmmm me thinks xbox porting from MMF2 won't happen. Would be nice as XBox is Ms and porting to a cut down MS os can't be as hard as porting to an OS like OSX or Linux... but hey.. It's a thought.

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    Re: MMF 2 & XNA for the Xbox 360

    perhaps with the 360 it has changed but VC++ .net 2003 beta + xbox sdk has some very different syntax compared to normal C++

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    Re: MMF 2 & XNA for the Xbox 360

    The xbox sdk isn't too bad. Syntax is pretty much c++, its stuff like the graphics rountines were all handled by a custom version of directx, and it was build with specific APIs and hardware in mind. Not that I checked out the sdk all that much, just peaked at it whilest working as quality assurance. Plus, I suck at programming, lol, so even if I had a good look into it I probably wouldn't be able to say much, just passing on stuff what some of the programming staff told me.

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