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Thread: A little guide to get started with the XNA exporter for Xbox

  1. #21
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
    Sinclairian's Avatar
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    Aye, I've done that with a press start screen and it detects what player presses start.
    Only problem I seem to have, is when I open up Visual Studio 10, Express. I can't open the project as it keeps displaying,
    "The application for project '(directory)\FILENAME.csproj' is not installed. Make sure the application for the project type (.csproj) is installed."
    Thus I can't test it on Xbox or PC.

  2. #22
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
    Sinclairian's Avatar
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    Sorry for the double post, but it seems I can't edit my above post.

    Anyway when opening the sln. file in Visual Studio C# 2010, it displays this error: C:\Users\SinclairianStrange\Documents\TGA\TGA\TGA\ TGA.csproj : error : Object reference not set to an instance of an object.

    And it doesn't open at all in Visual Basic.

    I've installed everything, like NET framework, XNA studio 4.0 all the the updates. And yet no luck.
    I can't test, play or open anything in Visual Express.


    ^Ignore that.
    It would appear that XNA studio had to be totally wiped and re-installed. Working perfectly now! Time to get cracking on making some xbox games! =)
    -Sinclairian

  3. #23
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
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    Unfortunately I only have one game pad.
    Basically, you detect which player is using the game pad but detecting on which gamepad the user presses OK
    You send this value to the XNA object
    And the Hiscore entry box should use this gamepad

  4. #24
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    Quote Originally Posted by colej_uk View Post
    The resizing seems to work fine. I'm currently in the process of converting a flash game with a weird resolution and it fills the screen just fine. I don't quite know what the review policies are for 'odd' resolutions, I can't find anything excluding them though. If you want to be safe work in 1280x720.
    Games made in 1280x720 will be automatically adjusted by the XBox to suit whatever screen it's plugged into. Any other resolution, you have to manually adjust for the screen within your game. I haven't the foggiest idea how you would go about it in MMF. I honestly don't know how you would go about it in native C#, which is what I have used to date, since I have always planned on just using that resolution to begin with.

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