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Torn between platform choices.

Last post 19/09/2009 21:56 by bioroid. 10 replies.
  • 18/09/2009 8:59

    Torn between platform choices.

    Alright, so I'm a budding game programming student and I really want to get a platform for mobile games development. It's clear that app Stores and the iPod Touch, Zune HD, and a whole set of different phones have become a new place for the "little guy" to grow.

    But I'm absolutely split over which platform to get. Obviously the Zune HD just came out and it looks REALLY sharp and advanced. Nvidia Tegra? That's some great power under the hood. However I don't feel like creating games on the Zune HD would give me the freedom I want. Currently there isn't any way to get your apps or games put up on their market place. But that doesn't bother me as much. What bugs me the most really is the lack of internet or 3D support for XNA on the Zune HD. Plus it seems that Microsoft wants to take the "Google" route on this one and support apps through advertising while making the apps themselves free. And I'm glad they want to experiment with that style of distribution, but I'd prefer to be able to set some kind of price on my app since it lets me compete in one more way.

    Then there's the iPhone/Touch. There's a pretty big market to try to tap with a whole lot of apps already ruling the store. And though I do prize having the tight efficiency of well-written code that's a bit on the low-level side, I don't think I've heard many good things about Objective-C. But I've worked with C++ and I've also been told that Objective-C isn't a massive leap (nor is C# really). Unfortunately It'd need to get a Mac or hack up a PC to run OS X. It costs quite a bit to experiment with a platform that I'm unsure I can properly develop for. Never mind getting noticed on it.

    And lastly there's the Android platform. I guess the PC OS wars really have pushed over to mobile in a very literal way (Win vs OSX vs 'Nix). Given I'm a bit of a Linux supporter, I do like the Android. And being on multiple devices means I could be all the more likely to get noticed. I also know Android's SDK uses Java. Or if not exactly Java, something almost exactly the same running on a different virtual machine. I do have some familiarity with Java so I could probably pick it up again with relative ease. It's not too crowded and has a nice platform to work on that I can figure out, but my only real problem is just what kind of power I might have access to with Java being the base? In Android's case, I dunno if it'd be much different from the Zune HD (though obviously the Zune HD probably has more power).

    So what's a student to do? The Zune HD's power is an attractive prospect, but I have to hope on Microsoft giving it the features I want in the future. The iPhone/Touch scene has a lot of popularity and potential, but it's certainly harder to write for with lesser chances of success. And Android is a nice choice and I know I could write for it, but I'm just not sure it has the kind of power I could hope for.

    So what're your judgments? And I know of course there will be plenty of people to tell me the Zune HD is the way to go, or at least to take XNA and go somewhere with it. But I hope I can get a good weighing of options out of the replies to help me make a choice. ;P annnnnddddd....GO!
  • 18/09/2009 11:23 In reply to

    Re: Torn between platform choices.

    To me it's a no-brainer - one set of code (mostly) for 3 platforms (PC, 360, Zune). That alone kills all other choices.
    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.
  • 18/09/2009 17:36 In reply to

    Re: Torn between platform choices.

    What kind of game do you want to make?
    What kind of audience do you want to reach?
    Which platforms actually support the game you want to make, and the audience you want to reach?

    For example, if you want to make a 3D MMO game, you pretty much have to aim for the PC. If you want to make a 2D two-stick shooter, you pretty much have to aim for the Xbox. If you want to make a small and light game that uses tilting (accelerometers), then you can choose the iPhone/iTouch, or the Zune HD. At that point, you should consider what the distribution will look like, how big the markets will be, and how much competition there will be when you're done (which involves a little bit of guessing).

    It's important to note that, even though you can address three platforms with XNA (PC, Xbox and Zune), the kinds of games that you can make on each platform are wildly different. The overlap between the platforms is fairly small, and more importantly, if you restrict yourself to the intersection between the platforms without playing to the strength of each platform, then you may not be able to sell much of your game. (There are a few genres, like the 2D image-based adventure, that could potentially work equally well on each -- compare "Phoenix Wright, Ace Attorney" for the DS as an example)

    Jon Watte, Direct3D MVP
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  • 18/09/2009 17:45 In reply to

    Re: Torn between platform choices.

    I'm still sitting on the fence on this one. I'd really like to do iPhone, but that requires me to get AT&T as a phone provider (I've heard so many bad things) and purchase a Mac. The development environment is also vastly different and it sounds like Apple is not very developer friendly.

    I don't plan to do any Zune HD development, but I'm waiting to see what Microsoft does with Windows Mobile. I think phones are the way to go, I don't know why you'd get a device like a Zune when you could get a phone that does essentially the same thing and thus only have to have one device instead of two. If Microsoft announces XNA support for Windows Mobile phones (and I suspect at some day they will) and setup a decent app store, I am going to be all over that.

    I haven't seriously looked at Android development. I've looked a little at Blackberry but I'm turned off because I would have to use Java. I like my C languages :)

    Until that time... I'm doing Xbox 360 games and possibly PC. The nice thing, as previously mentioned, is that the code is pretty similar for both.
  • 18/09/2009 18:05 In reply to

    Re: Torn between platform choices.

    Kris Steele:
    If Microsoft announces XNA support for Windows Mobile phones (and I suspect at some day they will) and setup a decent app store, I am going to be all over that.

    Agreed. I did a bit of Zune development just to test it out, but not having an app store nor being able to sell games on my own means I'm not going to do any serious work with it. I already get complaints from the family about spending time working on things that don't bring in any money. :(
    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.
  • 18/09/2009 19:02 In reply to

    Re: Torn between platform choices.

    TheByrus:
    It's clear that app Stores and the iPod Touch, Zune HD, and a whole set of different phones have become a new place for the "little guy" to grow.
    It's a new place where you might grow. Or you might just be another one of the hundreds of little guys who really don't see that much return on the platform. I made as much with Bloc (here on Community Games back when it launched) as I did with two games and an app over on the iPhone.

    TheByrus:
    Plus it seems that Microsoft wants to take the "Google" route on this one and support apps through advertising while making the apps themselves free. And I'm glad they want to experiment with that style of distribution, but I'd prefer to be able to set some kind of price on my app since it lets me compete in one more way.
    Keep in my that your app won't be anywhere on the marketplace. Currently only Microsoft gets to put games/apps up there. There is no way for you to distribute or monetize on your Zune games. It's actually forbidden as per the XNA EULA.

    jwatte:
    What kind of game do you want to make?
    What kind of audience do you want to reach?
    Which platforms actually support the game you want to make, and the audience you want to reach?
    I agree with Jon that these are the most important questions. I did some iPhone development at the start of the year and I left it for these simple reasons:

    1) It's no easier to get noticed there than anywhere else. If anything it's harder given how many developers are flocking to the platform.
    2) I hate Objective-C with a fiery passion. Just an ugly, horrible language in my opinion.
    3) I also hate Xcode (Apple's IDE) with a passion. Visual Studio puts it to shame in pretty much every way.
    4) Most importantly, I realized that the games I want to make don't make sense on a mobile platform.

    I honestly recommend PC/Xbox 360. Not only is the code nearly identical for the platforms if you're using XNA Game Studio, but you are also able to distribute and monetize on your games. Plus you get to use a sane language and IDE. ;) Of course, if the types of games you want to make don't make sense on those platforms, perhaps the mobile world is for you. There's always Windows Mobile and I know they're introducing their own app store with Windows Mobile 6.5, so maybe it's worth looking at that to see what technologies are used for gaming on that platform.

    And that's even not mentioning Flash, Silverlight, and all of the web. :p
  • 19/09/2009 2:05 In reply to

    Re: Torn between platform choices.

    Nick Gravelyn:
    TheByrus:
    It's clear that app Stores and the iPod Touch, Zune HD, and a whole set of different phones have become a new place for the "little guy" to grow.
    It's a new place where you might grow. Or you might just be another one of the hundreds of little guys who really don't see that much return on the platform. I made as much with Bloc (here on Community Games back when it launched) as I did with two games and an app over on the iPhone.

    TheByrus:
    Plus it seems that Microsoft wants to take the "Google" route on this one and support apps through advertising while making the apps themselves free. And I'm glad they want to experiment with that style of distribution, but I'd prefer to be able to set some kind of price on my app since it lets me compete in one more way.
    Keep in my that your app won't be anywhere on the marketplace. Currently only Microsoft gets to put games/apps up there. There is no way for you to distribute or monetize on your Zune games. It's actually forbidden as per the XNA EULA.

    jwatte:
    What kind of game do you want to make?
    What kind of audience do you want to reach?
    Which platforms actually support the game you want to make, and the audience you want to reach?

    Nick Gravelyn:


    I honestly recommend PC/Xbox 360. Not only is the code nearly identical for the platforms if you're using XNA Game Studio, but you are also able to distribute and monetize on your games. Plus you get to use a sane language and IDE. ;) Of course, if the types of games you want to make don't make sense on those platforms, perhaps the mobile world is for you. There's always Windows Mobile and I know they're introducing their own app store with Windows Mobile 6.5, so maybe it's worth looking at that to see what technologies are used for gaming on that platform.

    And that's even not mentioning Flash, Silverlight, and all of the web. :p

    Very good points to make. I should probably mention that I find mobile platforms most attractive at this point. The reason being I'm really interested in experimenting with touch control and possibly rhythm games. Since the three presented options (Zune, Android, iPhone) all offer devices that are typically used not just for mobile computing, but mobile entertainment as well I thought they would be the best choice. I feel like tapping, touch, and gesture make a lot of sense for rhythm games since waving your hand or conducting with a finger are pretty natural responses to music.

    When it comes to the PC I'm already pretty decided on the kind of technology I would be using. Sorry to say XNA might not be one of them but it's mainly because I'm a bit of an efficiency/control nut and prefer the more direct control C++ gives me as oppose to C#'s managed code. I'll certainly experiment with XNA (I joined the forum after all =P) but time will tell if I find it to be what I'm looking for. Otherwise I'm mostly looking at DarkGDK (part of my next game programming class) and perhaps SDL so I can program cross-platform in a much wider range. Speaking of which, I am aware of and excited about Mono so I don't consider XNA's PC/360/Zune exclusivity a huge problem.

    Edit:

    And as for the comment about the ad-powered games, I know I can't distribute my own games on Zune HD right now. I'm just saying if Microsoft allows open submissions to the marketplace, I don't like the idea that I'd have little control over the price and distribution of my game.
  • 19/09/2009 2:30 In reply to

    Re: Torn between platform choices.

    I completely agree with Nick on points 1,2, and 3.

    More Bad:
    -It's an extreme pain to create and install certificates and setup XCode to properly build apps.
    -Objective C is not only silly, ugly, and horrible; it does some behind the scenes things that can completely catch you off guard... Iterating through a collection adds temporary ref counts and is actually SLOWER than indexing through it for instance.
    -You basically have to buy a Mac and iPhone/iPod Touch to comfortably make apps (this could cost you well over $1000).

    Good:
    -Instruments (a built in profiling tool) is actually pretty good.
    -You could win the lotto and have a top 10 app.

    I did a writeup a while back Here which goes through some iPhone dev basics.  If Zune / Windows Mobile had an App Store, there would be no question which would be my main focus.  Although just making things for fun, you can't go wrong with XNA on any platform!
  • 19/09/2009 5:54 In reply to

    Re: Torn between platform choices.

    just wanted to mention that on the iPhone / iPod Touch side, if you're making an OpenGL game, you can code 99% of your game in either C or C++, there is no requirement to use Objective-C for anything but the parts that interface with the UI and the Hardware more directly, and Apple has an OpenGL sample that sets up the window and everything that you need to get started...

    at that point you can just throw C / C++ code wherever you want and it will compile and run just fine.
  • 19/09/2009 21:16 In reply to

    Re: Torn between platform choices.

    PixelFriends:
    just wanted to mention that on the iPhone / iPod Touch side, if you're making an OpenGL game, you can code 99% of your game in either C or C++, there is no requirement to use Objective-C for anything but the parts that interface with the UI and the Hardware more directly, and Apple has an OpenGL sample that sets up the window and everything that you need to get started...

    at that point you can just throw C / C++ code wherever you want and it will compile and run just fine.

    That actually makes the iPhone more interesting then. But I still don't know if I could afford all the needed hardware to get going in the first place. It's iffy. But given I'm gonna be building a custom desktop soon, I could always take into account compatible hardware for OS X and that would save me some money. In the mean time I've also been playing a bit more with the Android SDK to see just what it takes to make a functional game in it. If it doesn't seem overly complicated or time consuming, it looks like my best option right now. Between the cost of actually getting the hardware and being able to sell on it with relative ease, it's pretty much right between the iPhone and Zune HD.

    Now when the Zune gets a full-blown app store, you can count me in. Anything I'd end up making on the Android I'd probably try to port over at least.
  • 19/09/2009 21:56 In reply to

    Re: Torn between platform choices.

    I say keep things simple and cheap (free) as long as possible and just focus on making a game.  If you want to target the ZuneHD/iPhone, just use XNA and develop on Windows but use a screen res of 480x272 with the possibility of expanding that to 480x320.  MonoTouch/XNATouch would let you build your XNA game on iPhone, but would still require a Mac, iPod Touch (no monthly fees like the iPhone), and the $400 MonoTouch license.  In the worst case, you finish your game in XNA and you port it to Obj-C/C/C++ to run on the iPhone, but you don't need to worry about that until you have a game done. 
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