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http://marketplace.xbox.com/en-US/Search?query=automorpion
And according to the dashboard, it finished review dec 28 and has had 125
sales ($1 each) in the first 3 days. Pretty cool.
( http://www.youtube.com/watch?v=bLykalAHH30 for gameplay)
--
Darren New, San Diego CA, USA (PST)
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Wow. Not even a single remark? Poop.
--
Darren New, San Diego CA, USA (PST)
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Am 07.01.2011 01:34, schrieb Darren New:
> Wow. Not even a single remark? Poop.
I might shout "hooray!" if it was a PC game and I'd had the possibility
to try it out :-P
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clipka wrote:
> Am 07.01.2011 01:34, schrieb Darren New:
>> Wow. Not even a single remark? Poop.
>
> I might shout "hooray!" if it was a PC game and I'd had the possibility
> to try it out :-P
I know better now. Now I know which bits of the code will run on PCs and
which only work on an XBox or with an appropriate GFWL account. That's not
really made tremendously clear in the docs. Unfortunately, you cannot (for
example) save a game on the xbox without being logged in, and you can't log
in on the PC without paying MS extra money for the privilege (IIUC), so next
time I'll make sure that bit has the appropriate #ifdef there to make it work.
--
Darren New, San Diego CA, USA (PST)
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On Fri, 07 Jan 2011 04:24:17 +0200, Darren New <dne### [at] san rr com> wrote:
> clipka wrote:
>> Am 07.01.2011 01:34, schrieb Darren New:
>>> Wow. Not even a single remark? Poop.
>> I might shout "hooray!" if it was a PC game and I'd had the
>> possibility to try it out :-P
>
> I know better now. Now I know which bits of the code will run on PCs and
> which only work on an XBox or with an appropriate GFWL account. That's
> not really made tremendously clear in the docs. Unfortunately, you
> cannot (for example) save a game on the xbox without being logged in,
> and you can't log in on the PC without paying MS extra money for the
> privilege (IIUC), so next time I'll make sure that bit has the
> appropriate #ifdef there to make it work.
>
Are you going to make a windows version as well so we can try it out?
Hmm, I wonder if it would be possible to port Pov-Ray to X-Box ;)
-Nekar Xenos-
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> Wow. Not even a single remark? Poop.
Yes, you need a windows version, I guess most of us in here don't have
an xbox. But it's cool you finished a game and people are buying it - I
wish I could ever find the motivation and time to get to that stage!
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Nekar Xenos <nek### [at] gmail com> wrote:
> Hmm, I wonder if it would be possible to port Pov-Ray to X-Box ;)
I think the xbox360 limits quite a lot what files you can transfer to
and from it, so it could prove difficult to transfer any .pov files to
it so that it could render them.
You could write a text editor for the povray port (the xbox360 supports
USB keyboards), but that would be quite a bit of work. (And it would also
mean that you can only render what you write directly.)
--
- Warp
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Am 07.01.2011 08:30, schrieb Nekar Xenos:
> Hmm, I wonder if it would be possible to port Pov-Ray to X-Box ;)
I bet.
Essentially all you'd need is a C++ compiler for that thing, then you're
in business. Would need a new front-end of course - I don't think the
X-Box knows what a command line is; or does it, Darren?
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Nekar Xenos wrote:
> Are you going to make a windows version as well so we can try it out?
Well, technically, it's already a Windows version as well. You just need to
install the compiler to get enough of the runtime. My next task is upgrading
the compiler to the latest version (since people are starting to release
games with the new compiler and the old compiler won't deal with the forward
compatibility), after which I might very well take the time to #ifdef in
Windows support.
> Hmm, I wonder if it would be possible to port Pov-Ray to X-Box ;)
With lots and lots of work. The amateur xbox games have to be written in
C#, not C++. And there isn't a whole lot of memory on the xbox (512M if I
remember?)
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Darren New, San Diego CA, USA (PST)
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Warp wrote:
> Nekar Xenos <nek### [at] gmail com> wrote:
>> Hmm, I wonder if it would be possible to port Pov-Ray to X-Box ;)
>
> I think the xbox360 limits quite a lot what files you can transfer to
> and from it, so it could prove difficult to transfer any .pov files to
> it so that it could render them.
Again, speaking only of the amateur xbox stuff (aka XNA), there is sadly no
good way to get any files on or off. The program can only network to other
instances of the same program running at the same time, and it can only read
files it created itself. (Part of the security MS imposed to let you put
software on their machine that they haven't vetted.)
> You could write a text editor for the povray port (the xbox360 supports
> USB keyboards),
I'm not even sure XNA will read the keyboard. It would read the chatpad, but
that's like coding pov-ray files on your cell phone's keyboard.
--
Darren New, San Diego CA, USA (PST)
Serving Suggestion:
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