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Microsoft Publishes Free XBox Development Tools

prostoalex writes "Microsoft announced the release of free XNA Game Studio Express tools for developing C# games that run on both Windows and XBox. They're also selling XNA Creators Club subscriptions, which, similar to MSDN subscriptions, offer access to sample code and additional documentation. Also, Microsoft is explicitly aiming towards uniting the Windows and XBox development platforms: 'You will have to compile the game once for each platform. In this release simply create a separate project for each platform and then compile them both. Our goal is to allow as much code as possible to be shared between those two projects, allowing you to use the same source files in both projects, but platform-specific code will need to be conditionally-compiled.'"

7 of 221 comments (clear)

  1. Not quite free.... by nullset · · Score: 5, Informative

    If you want to run the games on your own xbox, you need the "Creators Club" subscription...which costs $100/year.

    So it's not quite free. And you can't distribute the games to others....unless you distribute the source and they are also members of the creator's club.

    1. Re:Not quite free.... by acidrain · · Score: 4, Informative

      The ps2 linux kit had device drivers instead of direct access to the graphics hardware, which made it useless for developing competitive console games.

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  2. Creator's club not necessary to use XNA by Osty · · Score: 5, Informative

    The Creator's Club is only necessary if you want the extra content/samples/support or if you want to run XNA games on an Xbox 360 (for now you'll have to have a Creator's Club membership even if you only want to run others' code, but that should change in a future release). If you just want to build Windows games using XNA then there's no reason to get a Creator's Club subscription.

  3. Xbox 360 only by Mr2001 · · Score: 5, Informative

    Those of us who haven't upgraded should note that this is only for the 360, not the regular Xbox.

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  4. Channel 9 Demo by dilbert627 · · Score: 4, Informative

    This video on Channel9 shows off running a game on the Xbox. Pretty cool stuff.
    http://channel9.msdn.com/Showpost.aspx?postid=2612 54

  5. XNA is not bad by Maurice · · Score: 5, Informative

    I come from a low level graphics programming background. Having played around with the XNA betas that have been out for a while, I must say that XNA is probably the easiest way to get an amateur started with DirectX programming and game development. It seems almost like Microsoft is trying to get the grass roots hooked onto the platform so that the next generation of game programmers prefer the MS platform.

    Oh, and people who compare XNA to game engines like Ogre are missing the point. XNA is not a game engine, it's more of a development tool/platform. It does come with lots of library code, but it's not a full-fledged game engine.

  6. Re:Non commercial by Osty · · Score: 5, Informative

    A lot of people are going "holy cow! xbox programming! yay!" and ignoring that they're giving us tools that have existed in the pc world for decades. Microsoft isn't giving anyone anything.. they're seeing how much we'll pay for what we can get for free.

    There are two possible answers to this:

    1. When was the last time a company gave you a very inexpensive way to develop games for a console system? The last I can think of was Sony's Net Yaroze (essentially a limited PS1 dev kit), but that was quite a bit more expensive than XNA currently is (at $100/year, it'll take 7.5 years for a Creator's Club subscription to equal the cost of a Net Yaroze). PS2 Linux doesn't count as it was seriously hindered in its capabilities, and PS3 Linux won't count until you can fully utilize the GPU. GBADev and DSDev don't count because they're not official development tools provided by Nintendo and rely on hacks to allow you to run your code on the handhelds directly.
    2. What other frameworks allow you to build games for both PC (windows) and console (xbox 360) at the same time (there are a few minor differences you need to take into account, but if you write a game for Windows using XNA it's mostly trivial to re-build that for 360, with maybe a few shader tweaks here and there)? Do those frameworks allow you to load your game onto the console in a "legal" (non-modchip, non-hack) way? A framework like Torque doesn't count becase you still have to be able to get a 360 dev kit to be able to run your game (dev kits cost upwards of $10K, and getting one requires you to jump through a bunch of hoops proving that you're a competent software developer with a high likelihood of actually being able to ship your game in a timely manner among many other things).

    That tools like this have existed on the PC for a while is a red herring, because tools like this for consoles generally have not. If you want to stick with PC development, that's fine, but it's orthogonal to the discussion at hand.