Continues: Multiple XNA Questions
Hi, I looked at the FAQ for XNA and I couldn't find the answers to a few of the questions I have regarding it. So if someone could help answer my questions that would be awesome. ^_^
1. Is it possible to sell games for money (either on Windows or 360) after they are 100% completed?
2. How can I find out what shader model my graphic card supports? (I want to find out if my computer will be able to handle the sample and starter kits that recommend Shader Model 2.0)
3. Is it possible to make online multiplayer games? (Not to the extent of a MMORPG since I doubt it could do that (correct me if I'm wrong on that though), but what about something to the extent of a game like America's Army or something similar?)
4. If the last question is yes, would it be possible to make a game cross-platform? (By cross-platform I mean something to the affect Final Fantasy XI does where all the systems, PS2, PC, and 360 all play together and not seperate)
Thanks for the help that anyone can provide me. ^_^
[1039 byte] By [
Valst] at [2008-2-19]
1. With XNA GSE you can only sell PC games.
2. I'm also wondering this.
3. I'm pretty sure you can. I remember seeing somthing about it in another post.
1. You can make commercial games for Windows only with XNA Game Studio Express. Games targetting Xbox 360 are limited to non-commercial use.
2. You can use DxCapsViewer from a DirectX SDK. For example, on my desktop machine here:
3. On Windows, you can use System.Net or any other networking solution. There is no network APIs available on Xbox 360.
Hey I want to know if it possible make games in others consoles like PS2, PS3, PSP, XBOX, GAMECUBE, DS. Well if it possible in Xbox 360 could be in Xbox, but what about in the another consoles?
My graphics card doesn't support Pixel Shader and Vertex Shader, can i work with xna GSE anyway?
Edit: Don't answer. I will create a new thread with this question!
the_developer wrote: |
| Hey I want to know if it possible make games in others consoles like PS2, PS3, PSP, XBOX, GAMECUBE, DS. Well if it possible in Xbox 360 could be in Xbox, but what about in the another consoles? |
|
XNA Express is purely for windows XP/Vista and xbox360 development. It will be down to Sony and Nintendo to create their own libraries and systems for allowing indie developers to program their consoles.
However as Microsoft have taken the initiative, it is not unreasonable to expect Sony and Nintendo to follow along with their own versions of XNA. It is unlikely that they will be as advanced or well integrated as the microsoft offering though.
"How can I find out what shader model my graphic card supports? (I want to find out if my computer will be able to handle the sample and starter kits that recommend Shader Model 2.0)"
Also, refer to the other thread.
<There is no network APIs available on Xbox 360.> in fact the DirectPlay namespace is deprecated even in MDX - I suspect MS are waiting for Indigo & Vista - Very frustrating. It's non trivial to write a <robust> and <secure> network layer for your game...
Are you listening Mr Miller? :-)
Thank you everyone for the answers, they're helping quite a bit.
*scratch the crap I had here ^_^;; I figured out DxCapsViewer and I'm on version 2.0 for vertex shader and pixel shader*
Second edit: O_o;; I just checked my older computer and it's on 3.0 for vertex and pixel shader... not sure which computer I'll use now...
i have a question of my own, and i thought this would be the right topic to ask it in.
k i sold ma graphics card couple of months ago. So will i be needing a graphics card to run XNA?
or can i run the program without a graphics card?
To run any D3D stuff with hardware acceleration you'll probably have to meet the minimum D3D requiredments:
Q: Will the XNA Framework require D3D9 hardware?
A: A Direct3D 9.0 card, capable of supporting Shader Model 1.1, is the minimum. The recommended level is a card that supports Shader Model 2.0, since most samples and starter kits will require a Shader Model 2.0-compliant card.
That said, for Windows development you could just use GDI+, so technically, no, you don't have to have a graphics card. You won't be able to do much without it though, so I'd suggest buying at least a card that supports the minimum requirements.
i have a question of my own, and i thought this would be the right topic to ask it in.
k i sold ma graphics card couple of months ago. So will i be needing a graphics card to run XNA?
or can i run the program without a graphics card?All PCs have graphics cards and actually will not work without one. Most likely yours is integrated on the computers motherboard.
The only issue is if the capabilities of the card are enough to support XNA development. As any card supporting pixel shader 1.1 or above will do. You can pick up an old ati or nvidia card for about 20 dollars/pounds. Just check the packaging for the suported versions. You will be looking for PS1.1 and VS2.0 or greater support.
You will not get the best visuals in the world but, you will be able to create a viable games.
I know that in XNA Game Xpress Edition I can make games but not so big and powerful. Now, in Xna Professional Edition, can I make big and powerful games like Need for Speed or Halo with XNA Professional Edition
The XNA Express will allow you to 'theoretically' create a game just as sophisticated as Halo or Need for Speed. It of course remains to be seen how the performance of the CLR based engine is and your capabilities as a developer. Also, the art assets are still a huge portion of the development of a game requiring 3D studios and no small amount of skill in 3D artistry.
While this IDE is targeted for the hobbyist developer, don't think that it will suddenly allow you to become a virtuoso game developer. You'll still need to start at the bottom and learn how to program. I'd suggest grabbing the C# Express available now and start developing stuff.
Maybe this needs clarification.
Suppose someone were using an older computer or a laptop that didn't support Pixel Shader 1.1, but they had an Xbox 360. Could they develop games on their PC and run them on the 360?
a related question...
Is it possible to develop on a PC and leverage the 360 for compiling/linking?
Please don't bust my chops with the answer. I am well aware we won't be able to run code on the 360 until sometime around the Holidays ;p