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iPhone / App Store vs XNA / Indie Games

Last post 9/24/2009 11:29 AM by Big Daddio. 58 replies.
  • 9/17/2009 6:05 AM In reply to

    Re: iPhone / App Store vs XNA / Indie Games

    This look impressive! Some important questions:

    Can you develop this on an iPhone that is not jail-broken?
    Can you submit these apps to the App Store?
  • 9/17/2009 8:36 AM In reply to

    Re: iPhone / App Store vs XNA / Indie Games

    I'm looking at the progress on MonoTouch and XNATouch with great interest. The default iPhone language and IDE leave some things to be desired...

    But personally I don't think these projects are at a point where they can be seriously used yet. MonoTouch doesn't feature on-device debugging and XNATouch doesn't have a 3D API. Also note that MonoTouch is a $400 license.
  • 9/17/2009 10:55 AM In reply to

    Re: iPhone / App Store vs XNA / Indie Games

    Danny Tuppeny:
    Can you develop this on an iPhone that is not jail-broken?
    Can you submit these apps to the App Store?

    I may be missing something, but since Mono and XnaTouch are code libraries, I don't see why there would be any problem with that.

    Even though it's only 2D at this point, it's still infinitely better than using Objective-C. $400 is IMHO worth it to not have to use that!

    I'm curious as to how iminib3d might be able to work with it - I'll be testing this soon.
    "Software is never finished, it is in varying states of 'less broken'" because "If it ain't broke, it doesn't have enough features yet"

    In Playtest: Avatar Land | The MANLY Game for MANLY Men

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  • 9/17/2009 11:35 AM In reply to
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    Re: iPhone / App Store vs XNA / Indie Games

    Exactly. You can submit to the App Store, that's the point! A MonoTouch application is build on top of IPhone SDK as a regular IPhone application.
    The 3D stuff is in the RoadMap for sure. The XnaTouch itself is build on top of OpenGL ES, but right now, my focus is in Zune Games (and ZuneHD games, of course).
     
  • 9/18/2009 4:15 AM In reply to

    Re: iPhone / App Store vs XNA / Indie Games

    Jalf,

    Thanks for posting your links.

    This is the kind of discussion/development I was hoping to see and a very good reason not to lock the thread.

    Please keep us posted on further developments. 

    Allan
  • 9/18/2009 5:05 AM In reply to

    Re: iPhone / App Store vs XNA / Indie Games

    Jalf,

    Thanks alot, I have been working with this for the past two days and have just purchased MonoTouch as I am going to port my stuff to iPhone. I just finished porting over my menu system and it works great. I tried using Torque as I use it for XNA however there are a number of low level XNA things that are not implemented. The first I ran into was some resource Manager stuff.

    Great Job, you will see my first efforts on the itunes store soon.

    Henry
    My wife says most of my posts should finish with "Get off my lawn"

    smokinskull.com
    My Twitter
  • 9/18/2009 6:06 AM In reply to

    Re: iPhone / App Store vs XNA / Indie Games

    UberGeekGames:
    Danny Tuppeny:
    Can you develop this on an iPhone that is not jail-broken?
    Can you submit these apps to the App Store?

    I may be missing something, but since Mono and XnaTouch are code libraries, I don't see why there would be any problem with that.
    When I first got my iPhone, someone mentions that you could use Mono, but it had to be compiled on the device (and that meant jail-breaking). I just wanted to be clear whether there was anything like that involved :D
  • 9/18/2009 11:36 AM In reply to

    Re: iPhone / App Store vs XNA / Indie Games

    This forum probably isn't the place to ask that. :)
    Jim Perry - Microsoft XNA MVP
    If people spent a minute searching the forums and reading the FAQs before posting I'd be out of a job.
      Got some XNA Game Studio/XNA Framework development info to share with the community? Put it on the XNA Wiki.
        Please mark posts as Answers or Good Feedback when appropriate.
  • 9/24/2009 11:29 AM In reply to

    Re: iPhone / App Store vs XNA / Indie Games

    There is a free demo version available on the site and you can try it out all you want. My experience so far is this thing rocks. I was able to not only get stuff up and running in a hurry, I have already pushed an app to my phone. My experiences with the iPhone have been using Xcode, took me over an hour just to learn how to navigate the ui. dont even bring up the objective C.

    I Downloaded monotouch demo, put it on my hackintosh, downloaded the mono ide, (based on VS) and in less than an hour I had more going on than my first day with xcode. When I tried XNATouch things got really cool. I paid the $400.


    Henry
    My wife says most of my posts should finish with "Get off my lawn"

    smokinskull.com
    My Twitter
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