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Custom online services [Revisited]

Last post 8/28/2008 3:12 PM by DiegoBM. 13 replies.
  • 8/25/2008 10:10 AM

    Custom online services [Revisited]

    Well, here I go again with one new acid bussines question:

    Would it be possible to provide a custom server, owned by the game creator, in order to provide some custom web services just as forementioned priced song-download, or even custom online-gameplay?

    Thanks!

  • 8/25/2008 2:43 PM In reply to

    Re: Custom online services [Revisited]

    Yes, but only on Windows.  On Xbox you're stuck with Microsoft.Xna.Framework.Net.
    An update for Doodleman is currently in Playtesting. Check it out!
  • 8/27/2008 11:13 AM In reply to

    Re: Custom online services [Revisited]

    Then I guess that there are no plans to allow the Framework.Net to perform connections to custom remote machines. Is that right?
  • 8/27/2008 11:48 AM In reply to

    Re: Custom online services [Revisited]

    Well, right now you can use Framework.Net to connect to a computer, so technically you could.  But if you're planning to release a game for XBLCG, this functionality is disabled, so no.
    An update for Doodleman is currently in Playtesting. Check it out!
  • 8/27/2008 12:28 PM In reply to

    Re: Custom online services [Revisited]

    Good to know. Thank you Pigyman!
  • 8/27/2008 7:09 PM In reply to

    Re: Custom online services [Revisited]

    For Xbox "servers," you can, technically, build your server feature into the game itself, using some secret cheat code. Then start up an Xbox running the game in server mode. Use regular game matchmaking with a special value for game type, for example, to find the running server, join a session, get the data you need, and then disconnect.

    Yes, this is a hack, and it's not the most reliable way to run a game server, but it's totally possible to do using the existing SDK and hardware.


    Jon Watte, Direct3D MVP
    Tweets, occasionally
    kW X-port 3ds Max .X exporter
    kW Animation source code
  • 8/27/2008 7:23 PM In reply to

    Re: Custom online services [Revisited]

    The only problem with that approach for something like DLC, songs, or new game types is that any content your server has, your clients already have as well. So it's completely self defeating for something like an imitation DLC.
  • 8/27/2008 10:52 PM In reply to

    Re: Custom online services [Revisited]

    Well, not really if you run a Windows custom version, am I right? Won't Windows and XBox versions be allowed to operate together by means of the Microsoft.Xna.Framework.Net library?
  • 8/27/2008 11:16 PM In reply to

    Re: Custom online services [Revisited]

    Not if the Xbox version is from Xbox LIVE Community Games. When you submit the game to XBLCG, they assign a new GUID to your game which prevents it from networking with anything other than identical copies downloaded from XBLCG.
  • 8/27/2008 11:18 PM In reply to

    Re: Custom online services [Revisited]

    Yes, but like I said before, you can't do that if you're planning an XBLCG release.  But for means of DLC this is not a good idea anyways, because in one Framework.Net session you can only have at most 31 players, so only 30 people could be "downloading" your DLC at one time.  (Hopefully you'll have more than 30 players. ;) )

    Edit:  Darn!  Beat by Nick again.  I take to long to revise my post...

    An update for Doodleman is currently in Playtesting. Check it out!
  • 8/28/2008 12:49 AM In reply to

    Re: Custom online services [Revisited]

    If users are allowed to create content (through in-game mechanisms -- think level lay-out or monster farming) then they can upload it to your Xbox, and then download it from there. You cannot, however, provide external content. Well, not without a LOT of pain -- it's not something the system is designed to do.
    Jon Watte, Direct3D MVP
    Tweets, occasionally
    kW X-port 3ds Max .X exporter
    kW Animation source code
  • 8/28/2008 12:38 PM In reply to

    Re: Custom online services [Revisited]

    Even though this feature could be implemented, the matter that worries me the most is to know whether or not this would be legal at Microsoft's eyes??
  • 8/28/2008 2:46 PM In reply to

    Re: Custom online services [Revisited]

    You'll have to wait and see. When Xbox LIVE Community Games goes live, there will be a terms of use that you have to agree to to upload your game. That will likely detail exactly what you can and cannot do. Only then will you or anyone else know if such a feature is allowed on their service.
  • 8/28/2008 3:12 PM In reply to

    Re: Custom online services [Revisited]

    I'll wait then ^_^.

    Thank you all for your answers!

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