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HomeBrew using Microsoft's XNA

 
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SuperWes
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Joined: 07 Dec 2004
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PostPosted: Sun Jul 22, 2007 10:26 pm    Post subject: HomeBrew using Microsoft's XNA Reply with quote

Read the title. I've been doin' it!

I made a video.

Here's the video.

Here's the same video YouTubed.

If anyone is interested, I'd like someone to redo my stolen programmer art and come up with a unique visual design for it. I'll program stuff to do whatever, I'm just not talented enough to do my own art for something like this. Regardless, I recommend checking out the video. It's really neat! I'll put the windows version of the game up as soon as I can get the installer to work right.

-Wes
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dessgeega
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Joined: 16 Jun 2005
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PostPosted: Sun Jul 22, 2007 10:47 pm    Post subject: Reply with quote

so it's basically cachat. this is pretty neat!

what do you need to connect a computer to an xbox? some kind of usb thingy? then i can make sexy xna games?
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SuperWes
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PostPosted: Sun Jul 22, 2007 11:19 pm    Post subject: Reply with quote

I guess so! I've never played that game though, so it's original to me!

Anyways, to connect a computer to an Xbox you just need to have them on the same network. You probably do already if you've got a computer and an Xbox online at the same time. To test it out though, go through the process that happens when you try to play music from a computer on the network using your Xbox. If you've got that going, it's as simple as paying the fee to become a member of the XNA Creator's club ($50 for 4 months or $100 for a year). I recommend playing around with XNA to get a PC game running, then when you've got something you're happy with, paying the fee and playing those games on the Xbox. Once I got something going on PC it didn't take any work at all to get it to run on the Xbox, just $50.

-Wes
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SuperWes
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PostPosted: Sun Jul 22, 2007 11:23 pm    Post subject: Reply with quote

Oh hey! Also, it looks like my game is different. In Cachat, you've got to play around with the pipes on the ground after they fall. In my game, you can only mess around with them while they're falling. It's sort of a flawed game design since it's really easy to screw yourself over with a misplaced pipe, so that's where the Bombs come in. If you drop a bomb, you can clear away any misplaced pipe. But that makes it too easy in a way, so I think I'm going to change the bombs to "bomb pipes" that only explode when you use them as part of a line.

But yeah, it's a falling block version of Pipe Dream.

-Wes
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Six
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Joined: 15 Jul 2006
Posts: 313
Location: montreal

PostPosted: Sun Jul 22, 2007 11:36 pm    Post subject: Reply with quote

dessgeega wrote:
so it's basically gorby's pipeline.
fixed.

creators' club seemed kind of interesting, but from what i heard it's pretty limited for the price. you can only share your games with other cc members, right?
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SuperWes
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PostPosted: Mon Jul 23, 2007 7:06 am    Post subject: Reply with quote

Six wrote:
creators' club seemed kind of interesting, but from what i heard it's pretty limited for the price. you can only share your games with other cc members, right?


Well, yes and no. The code's inherently multiplatform, so as long as you don't do anything too crazy it should work on Windows PCs and Xbox 360s. Anyone can play the Windows version (with or without a 360 pad), but to play the 360 version you need to be a creator's club member. I'd post the Windows version of my game, but for some reason it's not creating the install package correctly. I'll keep looking into it and get the game posted ASAP.

-Wes
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Ethoscapade
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Joined: 30 Oct 2005
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PostPosted: Mon Jul 23, 2007 7:53 am    Post subject: Reply with quote

i kind of like that they're making the license to run it on a console as opposed to a PC so transparently expensive.

in the context of the no-doubt "monumental" announcement at e3 two years from now that square has decided to make the SNES final fantasies available on PSN and virtual console but NOT xbla (or some nonsense like that, you follow) and neogaffers worldwide celebrate this arbitrary excuse to pay a third time for the same game they built their entire lives around when they were eleven, god forbid they just ZSNES + s-video the game to their tv screens - at least this is MS saying "yeah, we're allowed to put consoles on a pedestal like that."
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Six
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Joined: 15 Jul 2006
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PostPosted: Mon Jul 23, 2007 2:51 pm    Post subject: Reply with quote

yeah, that's pretty much it. given that you can use 360 controllers with windows and that it's not especially difficult to hook your pc up to a television, there's really nothing to justify paying for a creators' club membership. mind you, it would be different if you could share your game with non-members (even a finite number of them) -- which would be doubly neat for multiplayer.
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SuperWes
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PostPosted: Mon Jul 23, 2007 3:42 pm    Post subject: Reply with quote

Six wrote:
yeah, that's pretty much it. given that you can use 360 controllers with windows and that it's not especially difficult to hook your pc up to a television, there's really nothing to justify paying for a creators' club membership. mind you, it would be different if you could share your game with non-members (even a finite number of them) -- which would be doubly neat for multiplayer.


Yeah, if you're going to do, this there's no good reason to get a creator's club subscription until after you've made a game. And even then, you should be fine just working/debugging on Windows. I agree that the whole concept of a "club" is kind of shady, but it's a lot better than most other console homebrew alternatives, which require you to either circumvent copy protection or buy/steal a special system. The only comparable alternative might be the PS3, which doesn't exactly have the most user-friendly homebrew environment.

Really the best thing about XNA is the shitload of help that's available. There are tutorials for anything you can imagine, and sample code available for a lot of different genres. Hell, choosing "Help" from the taskbar is what got me through 90% of my first project.

-Wes
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Joined: 13 Jun 2007
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PostPosted: Thu Jul 26, 2007 11:56 am    Post subject: Reply with quote

im making an XNA game, too!

that is all.
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dessgeega
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PostPosted: Thu Jul 26, 2007 1:10 pm    Post subject: Reply with quote

so yeah, i installed visual c# whatever and then i tried installing xna, and it told me it needs visual c# to be installed. which it is. i'm at a loss.
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SuperWes
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PostPosted: Thu Jul 26, 2007 1:13 pm    Post subject: Reply with quote

dessgeega wrote:
so yeah, i installed visual c# whatever and then i tried installing xna, and it told me it needs visual c# to be installed. which it is. i'm at a loss.


I'm going to try to read your mind and say that the first "whatever" refers to "Visual C# Express" and that the second "" refers to Service Pack 1 (SP1), which can be found at the bottom this page. Am I right?

-Wes
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dessgeega
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PostPosted: Thu Jul 26, 2007 1:22 pm    Post subject: Reply with quote

i downloaded visual c# express edition and xna game studio express, as i was instructed by this page.
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SuperWes
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PostPosted: Thu Jul 26, 2007 1:25 pm    Post subject: Reply with quote

So is it requiring Visual C# Express or Visual C# Express SP1?

-Wes
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dessgeega
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PostPosted: Thu Jul 26, 2007 1:35 pm    Post subject: Reply with quote

it's asking me for sp1. is that something extra i need to install?
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SuperWes
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PostPosted: Thu Jul 26, 2007 2:06 pm    Post subject: Reply with quote

SuperWes wrote:
Service Pack 1 (SP1) can be found at the bottom of this page.

-Wes

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dessgeega
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PostPosted: Thu Jul 26, 2007 2:17 pm    Post subject: Reply with quote

"the upgrade patch cannot be installed by the windows installer because the program to be upgraded may be missing, or the upgrade patch may update a different version of the program." i'm stumped.
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dessgeega
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PostPosted: Thu Jul 26, 2007 2:19 pm    Post subject: Reply with quote

wait, i was trying to run the patch for the web developer. never mind!

also, the above is my 5000th post.
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dessgeega
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PostPosted: Thu Jul 26, 2007 2:23 pm    Post subject: Reply with quote

"microsoft xna game studio express 1.0 refresh can not install because a beta version of the product is already installed." okay, fuck this shit already.
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SuperWes
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PostPosted: Thu Jul 26, 2007 2:58 pm    Post subject: Reply with quote

dessgeega wrote:
"microsoft xna game studio express 1.0 refresh can not install because a beta version of the product is already installed." okay, fuck this shit already.


Heh. Yeah, I got really lucky during my installation. Did you actually have a beta of XNA installed, or is just randomly erroring out? If you did install the beta, the best way to fix this would be to go to add/remove programs and get rid of the beta before trying to install it again. I know it sucks, but I suppose it's better than getting everything installed only to find out that shit don't work right.

-Wes
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dessgeega
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PostPosted: Thu Jul 26, 2007 3:15 pm    Post subject: Reply with quote

well, i seem to have gotten it working! thanks wes.

i'm going to watch the tutorial videos now.
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SuperWes
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PostPosted: Thu Jul 26, 2007 3:24 pm    Post subject: Reply with quote

dessgeega wrote:
well, i seem to have gotten it working! thanks wes.

i'm going to watch the tutorial videos now.


May I recommend this site instead?

http://creators.xna.com/

It's nicer looking and seems to maybe get updated more often.

-Wes
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dessgeega
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PostPosted: Thu Jul 26, 2007 3:42 pm    Post subject: Reply with quote

please do! after watching that first video i am completely lost.
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dessgeega
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PostPosted: Thu Jul 26, 2007 6:51 pm    Post subject: Reply with quote

SuperWes wrote:
I guess so! I've never played that game though, so it's original to me!


well, it looks like tim w. agrees with me!
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dongle
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PostPosted: Thu Jul 26, 2007 7:31 pm    Post subject: Reply with quote

does xna allow more hardware access than, say, a ps3 running linux (no 3d drivers Crying or Very sad )

i'm still not all that comfortable with a precedent of for-pay homebrew development.
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dessgeega
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PostPosted: Thu Jul 26, 2007 8:25 pm    Post subject: Reply with quote

it seems more like pay for distribution. but yeah, it's a pretty shitty situation.
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parkbench
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Joined: 02 Jul 2007
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PostPosted: Thu Jul 26, 2007 9:21 pm    Post subject: Reply with quote

Can you explain/take pics of the process involved? I want to know how this works as a...platform, or whatever the word is. I mean, are you DRAGGING AND DROPPING shit a la rpgmaker or what.
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SuperWes
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PostPosted: Thu Jul 26, 2007 9:52 pm    Post subject: Reply with quote

parkbench wrote:
Can you explain/take pics of the process involved? I want to know how this works as a...platform, or whatever the word is. I mean, are you DRAGGING AND DROPPING shit a la rpgmaker or what.

No! This be hardcore codin' and shit, made much easier due to a lot of really great libraries, sample code, and tutorials. I highly recommend going to creator.xna.com and watching one of those tutorials or downloading the sample code to see if it's too complicated for you or not. If you've never coded before it probably will be, but slowly modifying what they've got will help you to understand what's going on.

And as far as I'm aware you're given full access to the hardware as long as you interface to them through the XNA libraries. It's limited if you're thinking of something totally hardcore and/or online, but it's surprising how much freedom they give you. One of the more advanced tutorials on the site above shows how to add a bloom filter to your 3D models, for example. Another shows how to simulate pencil drawings and do different types of cell shading. So yeah, you can do some crazy shit.

-Wes
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