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Re: XNA Creators Club

Posted: Wed Jan 21, 2009 6:49 pm
by mu10566
Well, kinda late ino (I just got here!) ^_^ but here is a link to a lil pong* game that I made about a year ago in C#/xna ect ect ect...
http://shadowland.cc/misc/Pong-Windows.ccgame (hope that works)...if not ill just post the source (NOTE: Its really ugly...hence the url first)

All in all a sweet dev. environment but... distribution is a pain...(not to mention platform dependencies) ...

My system X-shd (totally not my fault) and I havn't touched xna since (to lazy to re-install all that junk)

Re: XNA Creators Club

Posted: Tue Feb 24, 2009 4:02 pm
by CC Ricers
The Creators Club is like a less harsh Newgrounds? I haven't been to Newgrounds regularly in years but if this is correct I guess they really upped the ante on their standards.

Anyways I can't see myself doing anything with XNA soon. I downloaded the SDK before and was blindly screwing around with variables in the examples, but C# isn't something I actually know. I guess I should learn C# one of these days...at the least it will open up my choices on other web development projects at work :)

Re: XNA Creators Club

Posted: Tue Feb 24, 2009 5:11 pm
by trufun202
CC Ricers wrote:The Creators Club is like a less harsh Newgrounds? I haven't been to Newgrounds regularly in years but if this is correct I guess they really upped the ante on their standards.

Anyways I can't see myself doing anything with XNA soon. I downloaded the SDK before and was blindly screwing around with variables in the examples, but C# isn't something I actually know. I guess I should learn C# one of these days...at the least it will open up my choices on other web development projects at work :)
Yeah, I actually do .NET development at work, so trying out XNA sounded like it was worth a shot - especially since most XNA Community Games suck ass (as Lusikka has pointed out).

Assuming my game gets approved by the Creator's Club (when it's finished), I'll let everyone know how it does sales wise - but from what I've been told, "don't expect much."

Re: XNA Creators Club

Posted: Sat Feb 28, 2009 1:05 pm
by Moosader
trufun202 wrote:Assuming my game gets approved by the Creator's Club (when it's finished), I'll let everyone know how it does sales wise - but from what I've been told, "don't expect much."
I don't know, it seems like any quality games would get some buys. Hopefully enough to cover the $100 subscription.
I'd really like to port Rawr Rinth when I have time, then uh... tell my 800 subscribers about it. 8-)

Re: XNA Creators Club

Posted: Sat Feb 28, 2009 11:54 pm
by trufun202
LusikkaMage wrote:
trufun202 wrote:Assuming my game gets approved by the Creator's Club (when it's finished), I'll let everyone know how it does sales wise - but from what I've been told, "don't expect much."
I don't know, it seems like any quality games would get some buys. Hopefully enough to cover the $100 subscription.
I'd really like to port Rawr Rinth when I have time, then uh... tell my 800 subscribers about it. 8-)
I'd buy it! That, Lenxion, and Pickin' Sticks. ;)

The XNA framework is really straight forward. Since you know Allegro, you should be able to knock out an XNA game in no time.

I signed up for the 4 month subscription for 50 bucks. To me, it's worth it just to play one of my games on a console.

Re: XNA Creators Club

Posted: Sat Feb 28, 2009 11:59 pm
by Moosader
Sounds neat. I didn't know they had shorter sub periods.
I may just work on porting over my games and THEN subscribe.

I really want to port Action 52 to XNA for some reason. o_o

Re: XNA Creators Club

Posted: Wed May 13, 2009 6:09 pm
by zNelson24
Hi! I have only started with XNA because it seemed to be the easist way to make games at a near-industry standard (preparing for the future). Not to mention you could make Xbox 360 games. It has worked great for me sence.

Like one of the above posters above said, the Creators Club is like a more forgiving Newgrounds. While I understand that they are trying to give everyone an chance to make and sell games for the Xbox 360 and let people submit low quality games, I dont understand why games are not being rejected through peer review for not being games (Calculator 360 and Rumble Massage are NOT games).

Thankfully, there are XNA devs who actually bother to put effort towards their work and actually clean up the whole game before they publish it (try Ultratron, Galax-e-mail, and StarPilot. I enjoyed these).

Re: XNA Creators Club

Posted: Sun May 17, 2009 10:42 am
by thejahooli
I'm hoping to get something decent on there once I've done enough with XNA