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Redistributing An Application.

Last post 02-08-2008 8:13 PM by Stephen Styrchak. 33 replies.
  • 08-24-2007 6:09 PM

    Redistributing An Application.

    Im going to create a game maker with the XNA framework. The gamemaker will allow you to drag and drop model to the map and stuff. Before I start this I want to know some stuff:

    1 - Am i allowed to even make a game creator form the XNA framework.

    2 - Im going to create 2 main exe's for the project in XNA. One will be the Map Editor and the other will be a pre-made EXE that will be put into the realese folder of the users game. Beacuse that exe is pre-compiled and is going copied to the user project folder i just wanna know if that is legal.

    3 - Am I allowed to realese the exes on a CD or DVD.

    4 - Can i make it commercial.

    5 - And is there anything i should know befor emaking it commercial like putting "Made with XNA" in the lisece.  

  • 08-24-2007 6:14 PM In reply to

    Re: Redistributing An Application.

    I don't see anything here that should be a problem, you can use the XNA Framework commercially on Windows and it doesn't look like you're doing anything out of the ordinary. Making a world editor will probably be easier in 2.0 since you can embed a game window in a winforms app easily.
  • 08-24-2007 6:49 PM In reply to

    Re: Redistributing An Application.

    1. Read the EULA that came with GSE... any 'legal' advice you get in these forums is worth exaclty what you paid for it. However given that Garage Games have written, and are selling, a 'game maker' for XNA then I suspect you are in the clear.

    2. If its your EXE you can do whatever you like... however you cannot redistribute any of the XNA runtime or XNA GSE files yourself in the game folders. You would need to follow the correct way to pacakge the XNA redist.

    3. Its you app - you can do anything you want as long as you don't break the EULA

    4. Yes for windows.... No for xbox... though its unlikly your game maker would run on the xbox anyway so this may be an irrelevant point.

    5. Read the EULA... I do not recall seeing any restrictions like that. In fact you should probably avoid using anything that is trademarked. If you release any of the sample source code in your samples you are obliged to retain the MS license and copyright messages.



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  • 08-24-2007 7:37 PM In reply to

    Re: Redistributing An Application.

    Thanks for the quick responses. One more thing you said this is a gamecreator for XNA it actually a game creator that uses the XNA framework so thats ok right?
  • 08-24-2007 7:46 PM In reply to

    Re: Redistributing An Application.

    There's nothing specific that *I* have seen in any EULA about how a game creator is any different to a game, or a non game application.

    (usual warnings about my extensive legal prowess apply)



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  • 08-24-2007 8:49 PM In reply to

    Re: Redistributing An Application.

    Anyone can confirm that I dotn wanna uninstall XNA and reinstall just for the EULA.
  • 08-24-2007 9:09 PM In reply to

    Re: Redistributing An Application.

    It gets installed with XNA

    C:\Program Files\Microsoft XNA\XNA Game Studio Express\v1.0\EULA.txt



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    Please read the forum FAQs - Bug reporting
  • 08-24-2007 9:13 PM In reply to

    Re: Redistributing An Application.

    You don't need to reinstall anything. It is in the XNA Game Studio Express install directory under Program Files.

    For example, you will find it in a place similar to this:

    C:\Program Files\Microsoft XNA\XNA Game Studio Express\v1.0\EULA.txt

    Stephen Styrchak | XNA Game Studio Developer
  • 08-24-2007 9:19 PM In reply to

    Re: Redistributing An Application.

    You should also be aware that not everything in XNA Game Studio Express is redistributable. We include a redist for the runtime only, which does not include the Content Pipeline assemblies. If you are building a game creator, you will probably have a dependency on the Content Pipeline.

    If your game creator has a dependency on the Content Pipeline, then you will need to instruct your customers to first install XNA Game Studio Express before installing your program. You cannot redist XNA Game Studio Express, so you won't be able to create an installer that automatically installs it for them.

    Please note that it is entirely possible to write an installer that detects the missing prerequisites, so you can pop up instructions for your customer instead of failing at runtime.

    Stephen Styrchak | XNA Game Studio Developer
  • 08-24-2007 9:39 PM In reply to

    Re: Redistributing An Application.

    Stephen Styrchak:

    If your game creator has a dependency on the Content Pipeline, then you will need to instruct your customers to first install XNA Game Studio Express before installing your program. You cannot redist XNA Game Studio Express, so you won't be able to create an installer that automatically installs it for them.

    Some of us would like that to change ;-)

     https://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=293819&SiteID=226

    Please note that it is entirely possible to write an installer that detects the missing prerequisites, so you can pop up instructions for your customer instead of failing at runtime.

    If only life was that easy...

    Firstly its almost impossible to get any team at MS to commit to a method of detection that they guarantee will work in the future. So you resort to guessing which registry key to look for.

    Since you can't redist any of the non runtime components then giving the user instructions on how to install C# Express, SP1, Vista Fix and then GSE will pretty much assure that they never finish the installation procedure unless they are very motivated.

    Even if we take just the normal runtime components we are stuck with a DirectX redist which is huge, also with no way to detect the missing parts. We're not even allowed to include the nice small web installer which does detect the missing bits and download them.

    Is there an official documented way to detect a missing XNA runtime install?

    And I'm not even going down the path of how to detect a missing .Net 2.0... thankfully the more Vista installs we get the less of a problem this becomes.

    If you ever wonder why you don't see any XNA games with proper installers you should try it sometime... this problem has been around since the Managed DirectX days and I've lost track of how many people I've talked to about it...

    A white paper from you guys would be great and you will see for yourself how your tiny little XNA assembly becomes a huge download that cannot possibly compete with any other casual game out there.



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  • 08-24-2007 11:27 PM In reply to

    Re: Redistributing An Application.

    The ZMan:
    Stephen Styrchak:

    Please note that it is entirely possible to write an installer that detects the missing prerequisites, so you can pop up instructions for your customer instead of failing at runtime.

    If only life was that easy...

    Firstly its almost impossible to get any team at MS to commit to a method of detection that they guarantee will work in the future. So you resort to guessing which registry key to look for.

    We were supposed to have included our Windows Installer product GUIDs in our docs, but that work slipped through the cracks. It should be included in v2.0, and I think someone's tracking it this time. Product GUIDs aren't supposed to change, and our future versions are going to be side-by-side. New products don't change how you detect an older product that you depend on.

    The ZMan:

    Since you can't redist any of the non runtime components then giving the user instructions on how to install C# Express, SP1, Vista Fix and then GSE will pretty much assure that they never finish the installation procedure unless they are very motivated.

    If your dependency is on the non-redistributable parts of XNA Game Studio Express, then you have no choice but to tell people to install XNA Game Studio Express. At that point, you may as well let XNA GSE worry about its own dependencies. You're talking about an unsupported scenario, so it should be no surprise at all that the work-around is crummy.

    If you want to build something on an unsupported scenario, be prepared to do a lot of the heavy lifting yourself. Installers are applications. They aren't magic. You need to design, implement, and test them just like any other application. Yes, there are technologies that make building simple installers very easy. Consider how the Forms designer makes building UI easy. The Forms designer is great for getting simple UI up and running quickly, but you can't build a robust multi-tier application using drag and drop. It's the same thing with installers. If you want to have a robust setup that works in many environments, and handles lots of different dependencies, you can't just use some point and click interface. At least, not today.

    You can choose to wait several years for the possibility of someone creating a simple point-and-click way to author setup, if that's what you really want. But if you don't have the luxury of waiting years for someone else to do it, then you can start designing your own solutions.

    I agree it's not easy, but the difficulty varies depending on your goals. My recommendation is, don't build a commercial application with dependencies on things that aren't redistributable. If you do, I suggest you prepare to make compromises on your ease-of-use or download size goals.

    The ZMan:

    Is there an official documented way to detect a missing XNA runtime install?

    It was accidentally omitted from our docs. Depending on the installer technology you use, the documented steps might not have helped anyway.

    The ZMan:

    A white paper from you guys would be great and you will see for yourself how your tiny little XNA assembly becomes a huge download that cannot possibly compete with any other casual game out there.

    I agree, a white paper would be great. I'm not sure that you in particular would be happy with it, though. You sound like you want it to be geared at the professional developer, while there's a good chance we'd write it for the hobbyist.

    What I mean by that is, the installer I would build for my friends, family, and other home-brew game enthusiasts is not the same one I would build for paying customers. They have different expectations, and take different amounts of effort. You might not agree, but our primary XNA Game Studio customer segment needs something that is primarily easy and intuitive to build, and delivers a "simple enough" install experience. The "easy to build" part trumps "hassle-free experience for end-users." At the moment, setup is a non-starter for most people because they don't know what it is or how it works.

    I agree we can do better. We are looking at various solutions, but if you don't want to wait an indeterminate amount of time for something we can't even disclose to you yet, then I'm still going to suggest that people look for ways to achieve "simple enough".

     

    Stephen Styrchak | XNA Game Studio Developer
  • 08-25-2007 12:59 AM In reply to

    Re: Redistributing An Application.