Added: 5 years ago
From: DJPRIME90
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  • I really would love people to take the time to learn XNA, I developed a VERY SIMPLE game on there (My first ever game I completed) it took 12 hours of coding and has been on 9-10 months and has made over £500 I think thats $740 in americano money. But 12 hours of my life, completely worth it! Sadly I got a job in programming and it's hard to come home and code more. XNA could make you alot of money but it's important people dont quit their day jobs haha. Search 360 Video Poker , thats my game :)

  • I hope XBLIG is kept for the xbox 720

  • 11,111

  • Sounds like gamemaker to me. It's a shame that game programming won't require any skills anymore.

  • @LennyOyea It's just a library really.

  • @LennyOyea XNA is 100% pure programming. No Drap and drop or anything like that. XNA is not a program its a framework meaning it just has a bunch or pre-made methods which make it faster and more to-the-point.

  • @RedofYellow LOL! XNA is not 100% pure programming, it's a DirectX wrapper, it does everything for you! That's the whole point of XNA it makes it easier to develop games, its VERY easy to make a game in XNA.

  • @sdtuu LOL!

  • @LennyOyea That's not true, it's not a game maker, it makes it easier for people to develop games, I would suggest at least trying it before you give it a name :). You need to know C# which is a programming language used by millions in real world jobs, so hardly a "maker" you do code, can be simple code for a simple game or you could create an AAA title IF you had the skills, but if you had those skills u'd use c++

  • XNA is very good, but there is absolutely no way to get the game on a Mac without learning another language like C++ and re-writing the whole game again. I dont think that microsoft will make it cross platform because, well, it's Microsoft.

  • @anon46151291 come on its their right

    and Microsoft isn`t that bad it made mass affect 2 for PS3

  • @anon46151291 why would microsoft make it compatible with other platforms? Cracks that whip

    prevents people from using their products to help other companies.

  • Once you can make the games for cross platforms, then I'll use XNA. Until then its not worth the effort to learn it. And what I mean by cross platforms is not only for Windows.. but for Linux and MAC as well. And so far, I don't see this happening. So XNA is not worth it. I hope that MS proves me wrong on this.

  • If Microsoft really wanted high quality indie games to be developed for the 360, they would let Epic develop a plugin for UDK that can publish to Xbox Live indie games. Massive difference between games built on Unreal Engine 3 and games built using XNA, much easier and incredibly better graphics and more powerful. But they'll never do that, because UDK is cross-platform- developers can easily also build games for the PS3 using UDK.

  • @ilovehd831 I have to disagree here. Not every developer wants to use the Unreal engine. I haven't seen any indie games using the Unreal engine, so I can't make the comparison to XNA games built by indie developers with no money. Being cross-platform wouldn't be an issue, as Sony doesn't allow just anyone to develop for the PS3.

  • @NerdInHisShoe Well, you should take a look at the indie games made on UDK. They are fairly production quality and most of them are made by smaller groups and modders. As for the PS3 comment, I guess I misspoke. If there were indie games developed on a game engine that is cross-platform, such as UDK, and Sony ever opened up an indie games market, the producers could quickly and easily port their games over to the PS3 indie market. The Xbox would lose a lot of exclusive indie titles.

  • it's all free unless you want to sell on XBOX. i've personally built a game for XNA now. I don't like how this video makes it seem like you don't need to be a good programmer to make a game. I've been a professional programmer for 6 years, and i approached XNA and it took me a whole year to make my game and there was a HUGE learning curve. Mind you, i made a 3d game, but even if i chose to make a 2d game, it still would not be easy for non-programmers.

  • thanks, I am new to this, and when he said you don't need to know how to code at all my ears perked up. what is this Drag and Drop feature he is talking about? I'm very interested in creating a 2D game with animations.  I am thinking about looking into C# but if that isn't neccesary I won't. Any help appreciated!

  • @travmank about drag and drop, i think they are referring to 'GarageGames' software 'Torque Engine' and the scene designer that comes with it.

    It's not free either, but i think you can use it for free for non-commercial purposes. I think the guy mentions it because they are Microsoft partners. I personally built my own engine, but that's because i'm a nerd. It's probably cool. I wouldn't know.

  • @travmank

    If you don't want to create a limited game, you need to learn coding.

  • @thegamecreator

    and graphics

  • is it possible to make a parachute game in xna??

  • MS works in this way, they try addict you on the use of easy use tools blinding you for the others possiblities. but you must keep it on mind "Nothing from MS is free".

  • Ms paint is free :D

  • so if i make a game on blender... i could convert it to this programs files so i could just use this

  • M$ is rippin' everybody, RUN!

  • how much is it

  • the program is free, but to transfer the game you made to the xbox 360 xbx live arcade, you must pay.

  • Which in turn gets you money for selling the game on XBLA right?

  • That's right!!! :D

  • free

  • the probleme that i was seeing with xna was that i thought it was code only typa creatore, but the drag-n-drop makes me happy, but now the probleme that i have been seeing was the fact that you have to dowload this and that and this and that, and then you download the xna program. i thought it was a one download like pivot animatore or somthing. i guess i was wrong.

  • 1337 views thus far ;)

  • how woul u make objects

  • Well, you first make a GameComponent or a class. It can be Drawable or not. Then, you declare a object in the Scene (or in a class World, if you want to do one) as you would do on C#.

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