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19

It's no real hardware or software limitation. Cross-platform gameplay is possible, if implemented. Final Fantasy XIV - A Realm Reborn is a perfect example, featuring cross-play between consoles and PC. If a game is released on multiple consoles and/or as a PC game in parallel, non-cross-platform multiplayer is most likely a design decision either due to ...


11

In XNA there is a SignedInGamer class with a SignedInGamer.PlayerIndex member that should tell you just that if you can get a hold of the SignedInGamer object. To do that, there is the Gamer.SignedInGamers static property which contains a collection of SignedInGamer objects based on the current state of the system. This is from the Microsoft.Xna.Framework....


7

You need a license for that, one from Microsoft and one from Unity. Anyone wishing to deploy to Xbox 360 must sign up via an approved publisher such as Microsoft Studios. UPDATE if you get and independent developer license, you don't pay anything link Get going with Unity for consoles and Developing Games for Xbox


4

No, you do not need authorization from Microsoft to support Xbox 360 controllers. You can use the XInput API for free.


4

I suggest you to have a look at this page, that shows license features comparison. You can deploy to iOS,Android or Flash buying the related licenses without buying Unity3D pro license. The pro license has more features than the normal one. Buying it it's more a matter of features than target platforms. I created it using free unity3d editor. Now I want ...


4

File I/O is extremely slow on Xbox. You have to refactorize your code and start using spritesheets if you want decent load times. And it would be even better if you compress those atlases with DXT texture compression so their size is smaller.


3

The reason, why the message is printed several times, is, due to the fact, that you read the state of the button every loop. Player->GetState().Gamepad.wButtons gives you the current state of the buttons. That means, as long as a button is pressed, requesting the state and checking for that button will be true. What you can do, is, declare a boolean ...


3

You can't access the file system on the Xbox 360 in the same you can on Windows; you need you use one of the storage APIs to access files. There's an article here which outlines the different ways to handle IO in XNA 4.0 which will work on both the Xbox 360 and Windows. From a quick read it looks like you want to use Title Container, for which I've included ...


3

The other answers spell things out in the ideal cases. Most code is common for games, and a clean abstraction layer is used for hardware/platform dependent parts. However, many games have ports done by an outsourced company, and code diverges significantly. This is especially true with the consoles, but also common of ports to OSX or Linux from Windows. ...


2

Answer: They don't exist because there are too many marketing, licensing, and other business-related obstacles. The ports are often developed by contracted studios that are different for each platform, the xbox and ps4 both have payed subscription service for connection, different player account setups, etc and so forth. Who pays for what, and when, and how ...


2

You would need some serious cash upfront to fund the development of a game, and the people who lend you the money would need some strong evidence that you have the potential to make the game and profit from it, otherwise they wouldn't invest.


2

Seek times are a big problem on xbox. Combining all files into an archive to remove directory indexing helps a little bit. Either combine them into a sprite sheet or combine then into a single binary file which you read in one chunk and seperate in memory. My experience is mostly from the DVD drive of the xbox, but the hdd is very slow too. At least on the ...


2

Basically, RTFM. So either you work for a certified Xbox 360 publisher, and/or you're already in contact with a Developer Account Manager, but that would mean that you're already an established developer so you wouldn't be asking this question. Or you request to join the Registered Developers Program that allows indies to access devkits and the XDK. This ...


1

It's unlock key, that is disguised as downloadable content. You would think, that you download new content to your Xbox, but infact, you just unlock content that is already in disk.


1

So it looks as though the game was designed and made in flash and then the guys at Newgrounds wrote a custom parser and renderer in c++ to run on the xbox (source: http://www.newgrounds.com/bbs/topic/1034102). However, to do this in general, it is possible to render the vector graphics from the flash files in a 3D renderer (After parsing and triangulation/...


1

My fault as usually. If you're using BEPU Physics. Be aware that some events don't check for changes before they fire, causing an internal loop, resulting in terrible performance. In my case setting the position to the exactly same position again (wich happens in some cases) fires this kind of infinit update loop and drops performance. This performance ...


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 ...


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