48-hour publication time for XNA games
All part of the NXE community games bit.
Microsoft expects submissions to the NXE Community Games Channel to be cleared for download in just 48 hours.
That's according to XNA team member Kathleen Sanders, who joined Larry "Major Nelson" Hryb in an online video preview for the upcoming service.
The Community Games Channel theoretically allows anyone to make a game for Xbox 360 by using the XNA Game Studio 3.0 software. And those tools go live on 30th October.
Once created and submitted the projects will go through to "Peer Review", where other developers will rate and eventually clear the game for release on Xbox Live.
Creators can also charge for their games, although earnings will be calculated in US dollars and subject to taxes there.
Those interested should pop over to the XNA Creators Club Online website, where a handy list of tips - "Best Practices" - can be found. Quite an interesting read if you ask me.
The New Xbox Experience will go live on 19th November.
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Comments (14) Latest comment 3 years ago
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I read that creators must charge for their games. Does anyone know the answer for sure?
The whole XNA thing could be great, if it actually gets adopted by the indie community, or it could be totally forgotten within a few months. Either way, there will have to be a decent way to separate the wheat from the chaff, as a lot of rubbish will make its way onto the service and may make finding any gems quite difficult.
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Yes and no. The technical skills to make an XNA game is about 1000 times higher than a LBP level. That being said, I am sure some XNA games will have level-editor features and there might be "construction" kits like LBP. Distributing those levels will not be seamless atm, since there is no SDK for that.
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I've made a few games using the XNA tools but I'd only consider submitting a couple. Most were just tech demos, after all.
I really wish they would allow C++ development, though. C# is nice and I understand why they don't allow unmanaged code but I'm tending to find that I'm much more likely to just code things up using the libraries I've been using for years
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In some terms it's a much better option, but as pointed out not really a proper comparison. Completely different propositions.
While XNA provides a much larger set of options to create you do need a lot of programming experience to get the most out of it - and a PC for that matter. The LBP create mode is far more limited in scope, but sets out to allow an artistic individual to create something special without extensive technical knowledge or understanding.
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I really wouldn't call comparing an in-game level editor and building a game from scratch a sensible conversation, but there you go...
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As an indie dev, I'm looking forward to this, although MS were a bit late in telling the community about the demo's offline restriction. Kinda screwed with my online-only game's chances of having a good demo