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Trial Game

Last post 11/18/2009 6:27 AM by MessiahAndrw. 20 replies.
  • 11/1/2009 11:10 AM

    Trial Game

    If i submit a game and it is accepted how do I go about defining how long the trial game will last? Is this something that MS will do? Also whilst the game is in play test whoever downloads to play test, will they then have the full version for good?
    Speed - Now Available For Download
  • 11/1/2009 12:24 PM In reply to

    Re: Trial Game

    Hello Mouse88,


    Mouse88:
    If i submit a game and it is accepted how do I go about defining how long the trial game will last? Is this something that MS will do?


    The trial mode lasts for 7 minutes , after that time has expired a prompt will appear asking the player if they wish to purchase the game.
    This is controled by microsoft.

    Mouse88:
    Also whilst the game is in play test whoever downloads to play test, will they then have the full version for good?



    A person who playtests or peer reviews your game will have the cc of game for as long as wish.



    Hope that helps,
    phill




  • 11/1/2009 2:18 PM In reply to

    Re: Trial Game

    simiansoup:
    A person who playtests or peer reviews your game will have the cc of game for as long as wish.

    But that version cannot connect with the version that is released on XBLIG if the game has multiplayer.
    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.
  • 11/1/2009 9:40 PM In reply to

    Re: Trial Game

    simiansoup:
    The trial mode lasts for 7 minutes


    The trial lasts for eight minutes, not seven.
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  • 11/1/2009 10:06 PM In reply to

    Re: Trial Game

    simiansoup:
    A person who playtests or peer reviews your game will have the cc of game for as long as wish.

    Remember that .ccgames are only availalbe for a limited time, to people who have fully paid premium memberships and are not of much use to the general public becuase they would need a creators club membership to use them. Add in the fact that they won't be able to use the network features to connect to the released game and its really nothing to worry about.
    Play Kissy Poo - a game for 4 year olds on Xbox and windows
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  • 11/2/2009 9:22 PM In reply to

    Re: Trial Game

    Further to this thread is there any way I can limit the features of my game as it is a relatively quick game and the user would be able to get maybe three games in before the 8 minutes is up. My game has a local two player mode so my thoughts were maybe to disable this is the trial mode and only have it in the full game. Is this possible and do you think this is being tight?
    Speed - Now Available For Download
  • 11/2/2009 9:23 PM In reply to

    Re: Trial Game

    You can check the Guide.IsTrialMode property to know if you're in trial mode or not and do whatever you'd like. Disable features, hide things, etc. Whatever you feel makes your trial better and makes people interested in buying your game.
  • 11/2/2009 9:24 PM In reply to

    Re: Trial Game

    If the player can complete your game in under the trial time, you'll have to limit it in someway if there's no real replayability. If there are multiple modes, locking off one in trial is a good way to go.
    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.
  • 11/4/2009 6:28 PM In reply to

    Re: Trial Game

    If Keep track of elapsed time and limit it to say 3 minutes, is there a way that I can get it to diplsay the "would you like to purches game" sort of screen or can I simply only have it end the game?
    Speed - Now Available For Download
  • 11/4/2009 6:32 PM In reply to

    Re: Trial Game

    You cannot force the Microsoft screen to appear, but you can make your own screen and ask the user to Press (X) to purchase.

    The xbox user base were fairly unhappy when the default timeout was 4 minutes and they are now very used to having 8. So its not really recommended to force your own timeouts. Its not a fail reason but annoying the people you want to pay for your game isn't a smart move.
    Play Kissy Poo - a game for 4 year olds on Xbox and windows
    The ZBuffer
    News and information for XNA
      Follow The Zman on twitter, Email me
        Please read the forum FAQs - Bug/Feature reporting
          Don't forget to mark good answers and good playtest feedback when you see it!!!
  • 11/4/2009 6:54 PM In reply to

    Re: Trial Game

    Ok I shall take your advice on this one. Thanks
    Speed - Now Available For Download
  • 11/4/2009 8:58 PM In reply to

    Re: Trial Game

    I have now modified my menu so it only lets the gamer select multiplayer if it is not in trial mode. When deploying to the XBOX its not letting me select multiplayer wether i selected play trial or play game. Can anyone give any advice?
    Speed - Now Available For Download
  • 11/4/2009 9:00 PM In reply to

    Re: Trial Game

    Step through and debug your code while it's running on the XBox 360. That would be my advice.
  • 11/4/2009 9:06 PM In reply to

    Re: Trial Game

    How do I actually run through the code whilst its running on the XBOX. On my PC when it launches on here is it?
    Speed - Now Available For Download
  • 11/4/2009 9:30 PM In reply to

    Re: Trial Game

    Instead of deploying the 360, just run the code instead. That will allow you to debug just like you do when you're debugging your PC versions. You can step through code and set breakpoints and your game will run on the 360. It's just a different build option. So make sure your startup project is set to your 360 version and make sure it's set to compile the 360 version, then just hit F5 to run or click the little green arrow in the toolbar. That will start with debugging and launch it on the 360 while giving you full debugging capabilities in Visual Studio.
  • 11/4/2009 9:37 PM In reply to

    Re: Trial Game

    Ok thanks shall give this a shot.
    Speed - Now Available For Download
  • 11/4/2009 10:05 PM In reply to

    Re: Trial Game

    Was that message on twitter for me? Im not trying to release my game it's only up for play test?
    Speed - Now Available For Download
  • 11/4/2009 10:09 PM In reply to

    Re: Trial Game

    It was indeed :)  But it's for all developers in general, you're not the first and you're not the last game developer who hasn't known how to do this. How you got this far without knowing how to debug on the 360 is shocking to me.

    But yes, I strongly feel that even putting it up for playtest is premature. You're basically still just learning to code. You're not really ready for feedback. I have to say kudos to you for getting a game even working without that HUGE bit of development knowledge you were missing, but I really think you need to make sure you've more stable with the development end of things before you start putting games into playtest and peer review.

    So yep, was sort of for you, but more just voicing a concern/frustration I have in general.


  • 11/4/2009 10:14 PM In reply to

    Re: Trial Game

    Ok thats fine I admit ive only been programming C# for about a month as I was previously developing PC games using VB and XNA which as you probably know isn't greatly supported. I had a problem debugging just on the PC when i first started which was all because I had the display set to full screen and no one thought to tell me that. I did have an idea that you could debug on the xbox but I haven't yet needed to do so for my game so that's why I have not learn't.
    Speed - Now Available For Download
  • 11/4/2009 10:21 PM In reply to

    Re: Trial Game

    You've always needed it, you just didn't realize it ;) 

    That's ok, I'm glad your learning. Heck, I definitely have a soft spot in my heart for beginners (it's the whole reason I run my tutorial site), I just wish beginners would slow it down a little and release when they REALLY are ready. Not understanding how it all works means you're not ready for playtest and you're DEFINITELY not ready for peer review. Give you and your future customers something worth buying, by slowing down, learning what you need to know and really making sure you understand what you're doing.
  • 11/18/2009 6:27 AM In reply to

    Re: Trial Game

    Is saving/loading allowed during the trial time?

    Saving is bad because if a game autosaves 10 seconds before the time expires, then the player could reload and have a potentially free game (albeit like adware inconveniencing the player every 8 minutes).

    I require loading in my latest project since (without giving away details) it highly depends on player content. If starting from scratch, it could take hours to get something together (with weeks/months(/years?) to perfect), which is far beyond the trial scope allowed on Community Games. So it is in both mine and the player's best interest if I am able to bundle example content which they can load and play with (even if they can't save their changes). To show it's potential and better convince someone to make a purchase, I'd rather expose the player, in the limited time they have, to a rich living world of what they can do in the full version then a blank canvas.
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