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XNA Creators Club
Posted: Fri Nov 28, 2008 3:35 pm
by Moosader
For those of you with a 360, have any of you actually tried the trial versions of these games?
They're mostly shit...
You can check out the list at :
http://catalog.xna.com/en-US/gamescatalog.aspx
Playing them is good for a laugh, and maybe some inspiration. Notably,
A Kitchen Sink War is god awful,
Pastry Wars looks about as bad, and oh god, the graphics on these things make me want to gouge out my eyes. ;P
I also tried out Pain Ball, Garrett the Slug is so amateurish, it doesn't even have smooth animation, like they couldn't figure out basic bounding box collision (IN XNA) so they had to stick to a tile-based thing.
Really mr. creator of Garrett the Slug, maybe you ought to make a few games before you upload them to the creators club.
sin(Surfing) I recognize from TIGsource, so that's okay by me 8D
Oh, and In The pit is an audio-only game (no graphics).
http://catalog.xna.com/en-US/GameDetail ... 198&type=2
If it were pulled off well it could be interesting, but from the "trailer" video, I really doubt it's anything notable.
Most of the games are knock-offs, puzzle games or really gimmicky.
Just more on my list of to-do-during-break.
Play with OpenGL and Lua, learn some Asp, learn some C# and XNA and school some newbs.
Re: XNA Creators Club
Posted: Fri Nov 28, 2008 5:38 pm
by avansc
yeah most of the games are garbish.
Re: XNA Creators Club
Posted: Fri Nov 28, 2008 7:23 pm
by M_D_K
OMG the screenshot from the forth level of in the pit...amazing
And even if I had a 360 I don't think I would go to the creator's club cause it looks like they except any old riff raff
Re: XNA Creators Club
Posted: Sat Nov 29, 2008 1:25 am
by Moosader
Yeah, the Creators Club is basically an alternative to the XBLA. A less-harsh Newgrounds, if you will, where the good get voted up (or bought) and the bad ones, while unfortunately aren't blammed, hopefully disappear into obscurity.
As long as you pay $100/yr for the devver subscription, you can upload your game there (I think the only limitation is size? I don't remember, I'd have to check). Games can charge $2 to $10, I think, and then Microsoft said if a game is particularlly popular they may advertise the game for you for a nominal percentage of the income, with or without your permission.
This thing launched earlier this month so everything's poop atm.
Since it's in the early stages and there are no good games, I intend to make the most of the situation and try to make a little something over break.
Re: XNA Creators Club
Posted: Sat Nov 29, 2008 7:21 pm
by Andy K.
I've got a trial membership. You speak all of the truth, it is a bit shit right now.
I really can't wait, though, to see something done right with XNA. I've been affiliated on the Owlboy project
http://www.dpadstudio.com/default.asp?t ... ject&id=2p, and they are using XNA. I've played it, it's beautiful and will be an awesome edition to the 360. But until then, I'm waiting for somebody to really wow me.
I might implement XNA and make something, I love C# anyway, but I just haven't made the decision yet. Who knows.
Usually, though, working with big companies such as Microsoft in deals like this isn't exactly the greatest thing to do... Microsoft has tons of lawyers to figure out loop holes and ways to screw people over, or protect themselves. We'll just have to wait and see, I suppose.
Re: XNA Creators Club
Posted: Sat Nov 29, 2008 10:33 pm
by trufun202
I was originally going to make Golvellius 3D in XNA, but I really wasn't happy with the framework. Just getting a 3D model imported into the game was a royal pain, and it just didn't have the bells & whistles of Ogre, so I switched.
I'm a little bummed that I can't play it on the 360, but then again, I wouldn't be nearly as far along if I were using XNA.
Re: XNA Creators Club
Posted: Sat Nov 29, 2008 11:21 pm
by Andy K.
trufun202 wrote:I was originally going to make Golvellius 3D in XNA, but I really wasn't happy with the framework. Just getting a 3D model imported into the game was a royal pain, and it just didn't have the bells & whistles of Ogre, so I switched.
I'm a little bummed that I can't play it on the 360, but then again, I wouldn't be nearly as far along if I were using XNA.
Yeah I saw your project through Falco's youtube, me thinks. I remember seeing it for awhile too. I'd have to agree Ogre is perfect for your project. I think for XNA in mind you have to actually want to make a game off XNA, you don't really conjure an idea and then make it fit to XNA! I mean, you could of course, but like you said royal pain!
LusikkaMage wrote:For those of you with a 360, have any of you actually tried the trial versions of these games?
sin(Surfing) I recognize from TIGsource, so that's okay by me 8D
The guys who made sin(Surfing) came to me and knew I had an XNA account, "ANDY ANDY, APPROVE OUR GAME". But then I felt bad when I had to tell them the trial membership didn't let you approve...
But I was super happy when I saw them get in thar.
Re: XNA Creators Club
Posted: Sun Nov 30, 2008 12:11 am
by Moosader
Ohay, you wouldn't happen to be Powergloved Andy, would you?
Ages match up, and you're both Andys, and... your avatar is a Powerglove. o_o;
Re: XNA Creators Club
Posted: Sun Nov 30, 2008 12:50 am
by Andy K.
LusikkaMage wrote:Ohay, you wouldn't happen to be Powergloved Andy, would you?
Ages match up, and you're both Andys, and... your avatar is a Powerglove. o_o;
of course, I am =P
YOU SO KRAY-ZAY
But yes, it's me Moosader.
I hit forums with both Powergloved Andy, or Andy K. I don't know which I like more. And as my logo for the projects I attempt I usually sign with "Andy K.", it's a mixed bag... Usually with everybody it ends up "Andy K, The Powergloved Andy". So that's the explaination.
Cheers!
Re: XNA Creators Club
Posted: Mon Dec 08, 2008 9:33 pm
by teamtwentythree
Yea, it is a bit surprising that there's nothing in there thats all that impressive.
XNA has been out long enough I'd have expected someone to have a cool project done. But for myself I am waiting till I finish my current project before I do anything else, so maybe I'll poke it in a year... or two.
Re: XNA Creators Club
Posted: Mon Dec 08, 2008 11:33 pm
by cronjob00
Yeah I have checked some off them out over the last couple days not only are most of them just bad game ideas but they are poorly done games.
Re: XNA Creators Club
Posted: Tue Dec 09, 2008 8:44 pm
by Kcirtap1990
At least they aren't hiring people to program for them while they think up the ideas and call it their project.
Re: XNA Creators Club
Posted: Tue Dec 09, 2008 9:39 pm
by cronjob00
Kcirtap1990 wrote:At least they aren't hiring people to program for them while they think up the ideas and call it their project.
.
agreed, but it seems that people are just throwing up pieces of crap just hoping they will make a buck or two instead of spending some time and releasing some quality games.
Re: XNA Creators Club
Posted: Tue Dec 09, 2008 10:32 pm
by Moosader
Yeah, it seems kinda like "Oh crap, they're letting me upload games now!" so they make whatever as fast as they can. (Though I doubt people making Asteroids and Snake clones don't know that much anyways)
I say, a bunch of us should commit to trying to make some neat games over the semester break. :D
Re: XNA Creators Club
Posted: Tue Dec 09, 2008 10:48 pm
by cronjob00
LusikkaMage wrote:I say, a bunch of us should commit to trying to make some neat games over the semester break. :D
sounds good to me I have no school and I am taking 2 weeks off of work I am still a newb so it will probably be crap but cant be to much worse then some of the stuff all ready out there.