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XNA Game Studio 2.0 Developer Lab!
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XNA Game Studio 2.0 Developer Lab!
Hey all, we're wrapping up work on XNA Game Studio 2.0 and we'd love to give you a chance to preview it and provide feedback to us. We’re having a developer lab next Tuesday and Wednesday (10/16-10/17) where we'll have our latest XNA Game Studio 2.0 build available and would like you to come in, give it a try, and let us know what you think. Features Here are the features that will be available to use: • Networking and Gamer Services • Visual Studio 2005 Support • Improved Content Development Experience • Improved Device Management • Numerous XNA Framework Improvements • Cross-Platform project creation • Project Migration Wizard Logistics Here are the details: • Date: October 16-17th • Time: 8:00am-3:00pm • Where: Redmond, WA (Directions to follow) • Food: Breakfast and lunch will be provided • Who: Anyone 18 and over
You’ll need to sign an NDA to participate. What to Bring We’ll have some scenarios we’d like you to try out. Please bring any content and code you would like to use, including your 1.0 projects. We’ll provide some as well. RSVP If you’re able to get to Redmond, WA next Tuesday or Wednesday and want to attend, please send an email to mitchw AT microsoft.com. Please provide which days you’d like to attend. We have limited room each day, so sign up fast! I’ll send an email to confirm your slot.
Mitch Walker Program Manager - XNA Game Studio
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Re: XNA Game Studio 2.0 Developer Lab!
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If I wasn't on a deadline I'd be there, assuming I could talk the wife into spending the $700-800 (according to Expedia) for the trip. :(
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.
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Re: XNA Game Studio 2.0 Developer Lab!
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Re: XNA Game Studio 2.0 Developer Lab!
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That would be absolutely awesome. I'd love to put my hands on GS 2.0 and give you my feedback ;)
Unfortunately, I'm about 9025.2 km (5608.0 miles) away. Maybe some other time :)
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Re: XNA Game Studio 2.0 Developer Lab!
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Has anyone received a confirmation that they're in yet?
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Re: XNA Game Studio 2.0 Developer Lab!
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Unfortunately I have work, and no money to get there. But I'd be more than willing to give you feedback, feel free to send me a URL and I'll just download it. :op
Seriously though, its awesome the 2.0 is getting closer, hopefully you guys are able to get a beta out for testing soon.
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Re: XNA Game Studio 2.0 Developer Lab!
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Stanlo:Has anyone received a confirmation that they're in yet?
I haven't received an email from you, Stanlo...did you send one?
Mitch Walker Program Manager - XNA Game Studio
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Re: XNA Game Studio 2.0 Developer Lab!
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I am really looking forward to using Visual Studio Pro again. I miss my plugins and SVN too much to like the Express version.
I have some personal issues that make it impossible for me to attend this week even if I was invited.
Good luck though.
http://www.robotechmmo.com
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Re: XNA Game Studio 2.0 Developer Lab!
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If we want to goof around on an xbox, should we bring our own?
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Re: XNA Game Studio 2.0 Developer Lab!
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sounds good - any news from the meeting? Why NDA? Why not share those secrets? ;)
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Re: XNA Game Studio 2.0 Developer Lab!
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Game Producer:sounds good - any news from the meeting? Why NDA? Why not share those secrets? ;)
Don't worry, they'll tell us everything when they're ready.
I guess the NDA is needed because it is not the final build of GS 2.0, and they would want to keep things like unfinished bugs or other yet-to-be-fully-implemented-and-optimized-stuff to themselves.
But when it's done we will have everything at our disposal. I can hardly wait for that.
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Re: XNA Game Studio 2.0 Developer Lab!
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*Sigh*, I'm close enough, but you HAD to schedule it mid-week and during work. Nothing like having it so close, yet so far away...I'm definitely jealous of those that could make it today and tomorrow. Can't wait to get this new release! Good luck with the testing guys!
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While I know this question is totally pointless, and probably no answer will be received, I can't help it: Will there be a public beta of GS 2.0 before the release?
:)
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Re: XNA Game Studio 2.0 Developer Lab!
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Catalin Zima:While I know this question is totally pointless, and probably no answer will be received, I can't help it: Will there be a public beta of GS 2.0 before the release?
:)
I could tell you... But then I'd have to kill you :-)
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Re: XNA Game Studio 2.0 Developer Lab!
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I wish I could come down there, but I'm decently far away, up in RI, so I don't really have the time or money to do so. Thanks to the entire XNA staff for working to make XNA even better than it already is though. Can't wait for 2.0! :)
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Re: XNA Game Studio 2.0 Developer Lab!
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Mitch Walker did say at GameFest there would be one, and that they were looking to garner as much feedback as possible before the release. The ZMan's latest post on thezbuffer mentions one on two occasions, as being a "when" rather than "if" scenario. But unless minds have been changed, I would bet my money on there being one.
Please don't kill me.
Adam
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Re: XNA Game Studio 2.0 Developer Lab!
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I remembered something like that from the Gamefest video streams, but wasn't sure of it.
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Re: XNA Game Studio 2.0 Developer Lab!
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My 'when' is based on the gamefest feedback that there would be a public beta...
As for feedback from the lab.... as you know its NDA so I can't really tell you about the product itself but I will tell you some non NDA things.
1. I made network pong in about 90 minutes today from scratch.
2. Writing network or multiplayer games is much much more work than just using the API. I tried to convert one of George Clingerman's simple games to be network and gave up after an hour. If the code isn't structured to enable multi players and take its 'input' from places other than gamepads it needs major refactoring. So start thinking about that now rather than worrying about the API or Live or any of that stuff.
3. Jason Olson STILL hasn't finished a game ;-)
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!!!
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Re: XNA Game Studio 2.0 Developer Lab!
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1. ooohh.... sounds very very nice :)
2. this is good to know. Too bad you can't give any more guidelines on what we need to be carefull with. I'm just starting a new project and I intend to use LIVE in it when GS 2.0 appears, but have to start working on it now. This got me worried a little, and I'm trying to think about how to handle input. Can you suggest what approach for input would be better?
- have a structure that describes game actions (MoveUp, Fire, Use) that is passed to an entity (and through the network)
- make an Interface that handles input for entities, and this can have two implementations, a local one, that gets data from the gamepad and a remote one, that gets data from the network
- have a structure that describes the state of an entity, and pass this through the network, using local input for each player.
If you can't, I'll just have to take a choice and live with it (please, don't be that cruel)
:-)
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Re: XNA Game Studio 2.0 Developer Lab!
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Catalin Zima:
2. this is good to know. Too bad you can't give any more guidelines on what we need to be carefull with. I'm just starting a new project and I intend to use LIVE in it when GS 2.0 appears, but have to start working on it now. This got me worried a little, and I'm trying to think about how to handle input. Can you suggest what approach for input would be better?
- have a structure that describes game actions (MoveUp, Fire, Use) that is passed to an entity (and through the network)
- make an Interface that handles input for entities, and this can have two implementations, a local one, that gets data from the gamepad and a remote one, that gets data from the network
- have a structure that describes the state of an entity, and pass this through the network, using local input for each player.
I went with the first one for the input system I'm working on. The nice thing about that is that it makes remapping controls easier. With a little reworking it would do for multiplayer as well. I'm not sure how my co-author is handling the multiplayer for his part as he hasn't sent me anything. You could always buy the book when it comes out to see. ;) :D
Yes, I'm pathetic!
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.
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Re: XNA Game Studio 2.0 Developer Lab!
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The ZMan:
Are you sure that information wasn't protected by your NDA? Sad to hear that you guys couldn't get one of my games networked. That would have been pretty cool to see! Can't wait to see what all the new changes look like.
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Catalin Zima:
1. ooohh.... sounds very very nice :)
If you watch Shawn and Mitch on the gamefest video with their tank game you will see pretty much the same thing as I did... nothing new about what I did. (though theirs was actually more advanced than mine since I was learning the API from scratch)
2. this is good to know. Too bad you can't give any more guidelines on what we need to be careful with. I'm just starting a new project and I intend to use LIVE in it when GS 2.0 appears, but have to start working on it now. This got me worried a little, and I'm trying to think about how to handle input. Can you suggest what approach for input would be better?
I don't know which approach is better - I'm not a network game programmer.... my point was really that these sort of problems are almost all independent of how the API works and even if I told you all the NDA stuff it wouldn't really help with solving the problem. Watch the gamefest video and you will see that connecting and sending information around are pretty straightforward. Its what you do with it and how you architect the game. Assume that connection is a standard one off process and then each player can send any information they like and all the other players will get to see that identical information. Now what do you do with it? Do you send positions of objects or the input from each player? Do you send information every frame or just when it changes? Remember that you could have multi players on the same box (split screen) as well as multi player over the net. How much information can you afford to send? What will you do if the network goes slow or misses some packets? You might want to start another thread about general networking issues - there's probably some experts lurking.
I've flicked through my extensive bookshelf of partly unread game books and Programming a miltiplayer fps in directx is the only one I can find with a networking chapter but most of it appears to be about the mechanics of DirectPlay (RIP). Gamedev's network programming book list is also not very up to date or specific to games... anyone know of a good book on the subject?
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!!!
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Re: XNA Game Studio 2.0 Developer Lab!
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Thanks for the reply Z-Man. I remember I was very tired when I watched the presentation regarding networking. I'll go over it again, so I have an image of how things will work with networking.
re-watching the presentations is always fun and everytime I watch one I have a "oooh... cool" or "aha... that's good to know" moment. :)
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Re: XNA Game Studio 2.0 Developer Lab!
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Does anyone have a link for watching the network webcast?
The one given in the headline does not work.
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