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9

You need to register as an XBLIG Developer in order to run and debug on your Xbox. To debug on your PC you can set up an additional windows game project (XNA runs on Windows as well). Then you would have two projects, one XBox and one Windows that run the same game. You just want to make sure that your solution is set up to be cross platform. The only ...


8

You can use an Xbox wired controller, or you can pick up the wireless receiver which plugs into your USB port and lets you use the wireless controllers with windows. Here is a link to the wireless receiver.


7

Simple answer. No. Unless you are a licensed developer with Microsoft (which costs thousands) then you will not be able to deploy C++ applications to the Xbox 360. There might be some homebrew software out there somewhere to try and do it, but a) it's a legally grey area and b) it's more than likely to be completely subpar in handling the console's hardware ...


7

First off, this is a question and answer site, rather than a project finding site. Secondly, you can only get an SDK for the Xbox if you are a licensed developer and pay a lot. So I doubt you'll find an open source one. However, you can create Xbox Live Community Arcade (?) games with XNA and C#, for $99 a year for a license. They won't be open source, but ...


5

Unity for consoles is only available to you if you are also a licensed developer for that console. Once you have such a license from the platform vendor (Microsoft, in this case), you can contact Unity for further details via their contact form (this is the advice they give you on this page). Unity doesn't build on XNA, and having the ability to publish to ...


5

Basically you're out of luck. XBLIG games, whether published or unpublished, require an Internet connection to run. I see two alternatives: 1) Use a mobile phone to set up your own mini-network and somehow give your Xbox an Internet connection. 2) Use a laptop to demo your game instead. XNA games run on PC. Xbox controllers can be plugged into a PC via USB ...


5

The APIs available on Windows and the 360 are similar, but they are not the same. It's not really possible to provide more details without running afoul of NDAs, really. However, you could look at the difference between how XNA operates on Windows and on the 360 for some vague, rough ideas of about the class of differences you may expect to see, at least in ...


5

No. Without official support they won't let you release it. The problem would be if they changed the way something worked (behind the scenes in their libraries) and you weren't going through official channels to access the Kinect, then it could break your Kinect support and it would make both of you look bad. Full blown (paid up development kit) game ...


4

Though you haven't told us what the problem is. I can see that you never initialize your velocity variable. Vector2 velocity = new Vector2(0,0);


4

The answer is no. You'll need an actual hard-drive to use the XNA connect application (upload your game) - but not to play other games. You'll need a physical hard-drive - NOT flash memory to deploy games. If you have a AppHub Membership (from DreamSpark, you say yours is from); this is all you need. You will link it with your Gamertag and download the ...


4

You can't. The Xbox is a closed console without any support for user created content. The situation won't likely change, and even if it did, you'd need a hacked console, which would certainly void your warranty.


3

The program is specifically designed for independent developers of any size, not established studios. Established studios have the more traditional Xbox developer program open to them. I think the page you linked makes it very clear: ID@Xbox is shorthand for the Independent Developers Publishing Program for Xbox One, a new program enabling ...


3

in order to develop a game via physical media for a console (XBox360, PS3, Wii) you would need to contact the respective company (Xbox360->Microsoft, PS3->Sony, Wii->nintendo), and request/purchase a dev-kit (this is not a small request/purchase, and some of these companies may request that you formally pitch your game) this dev-kit is in many cases a ...


2

Any wired Xbox 360 will work when plugged in to a computers USB slot. Windows XP SP 3, Vista, and 7 will automatically install the drivers for you. There are some wired controllers that specifically say "For PC" on them, but other than the packaging they are identically. It is a standard USB device, and you will not hurt the controller, or a computer you ...


2

Either MS or CBS are running an XLSP farm and proxying all the traffic to the Last API.


2

No You can't save data on the xbox via the content pipeline. You can however use other methods (standard .net once you've got a file stream). See here for an example: http://stackoverflow.com/questions/3723287/good-example-of-xna-4-0-to-save-game-data See also: http://robotfootgames.com/xna-tutorials/92-xna-tutorial-savingloading-on-xbox-360-40 The ...


2

Usually you just say "my character is X meters tall" and put the camera there. For the player's hands you have a custom model that looks good from first person that's separate from what other people see in the world (assuming you can see other avatars).


2

This big companys just buy the Xbox 360 SDK from Microsoft. I think its a huge Library written in C++.


2

A is not possible, you can only work within the XNA networking framework on the xbox. This means connecting to xboxes with identical games running. Re. option B, the server. You would have login in your game that checked something like your gamer id/name and if it was you it'd run in server mode, otherwise run in client mode. This is has been done before ...


2

Ask Microsoft/Sony. It's not about what the law considers an US company, it's about their interpretation of what an US company is. They make their own rules here. Sony says that you must be physically located in the Americas, so a post-box is unlikely to statisfy their requirements. Maybe you could get away with a staffed American publishing office which ...


2

Your current collision response is flawed, since you are simply inverting the variable with your speed multiplier. The way you are using that speed multiplier in your Update() method would result in your controls being reversed. What you need to do is create a collision response based on the two objects colliding. You can try to mimic the behavior by ...


1

Nobody knows what they have planned as far as indie games are going. Neither do I think XNA will ever be on the Xbox 720. The thing is that it might now be easy for Microsoft to manage developers they never met in person. I would say they might come up with something although there are still arcade games which if your willing to official publish your game ...


1

Well, besides the comment-answers, the 360 is powerful enough for whatever you want to do as long as you do it well. XNA is not truly optimized for the hardware but it does a pretty good job. And, yes you can release an XNA game to the XBLA provided you have a license with microsoft (which costs upwards of tens of thousands of dollars possibly). Most XNA ...


1

Microsoft have plans to release the Kinect SDK for Windows for free this Spring (link). The point to notice here though is 'Windows'. That wording suggests to me that there'll be some additional fee to realease games onto the Indie Channel on the XBLA; though they might just absorb the charge into the current one for distributing a game to the service.


1

The project itself is very outdated, it lacks many many many components that are in the actual XDK, aside from that fact, its for the original Xbox.. In my opinion just stay away from it, you're much better off sticking to personal computers, if you would like to do console development your best chances are to go to XNA (I hate to say it because I hate C#) ...


1

dadoo Games hit the nail right on the head. Your problem is that you may be saving a smaller file into a larger one, causing many problems and headaches as you do so. I second deleting your current save before you make a new one, so that you always have a fresh file. Doing so will save you many, many headaches and, while not the best method, it is ...


1

You have modified the SaveHighScores from the original source to open or create the XML file instead of always overwriting it, which leads to interesting errors when loading. Say you play your game, save high scores, and the resulting XML file is 100 bytes in length. You then play again and overwrite the high scores, but this time the XML content is only ...


1

The Xbox 360 is certainly capable of making connections to any remote host just as your personal computer does, however, as a security measure, it is likely that Microsoft requires you to be an official Xbox licensed developer to do this. In addition to this, official Xbox titles are required to go through stringent validation to ensure a secure system.



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