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Best Practices Guide - Now Available!

Last post 21/10/2008 18:11 by jwatte. 4 replies.
  • 10/10/2008 16:58

    Best Practices Guide - Now Available!

    In anticipation of the upcoming release of Xbox LIVE! Community Games, the XNA team is pleased to announce the Best Practices Guide. With the prospect of making your game available to millions of gamers world wide, the XNA team has provided a guide to making your game as accessible and enjoyable to as many people as possible.

    Check out the Best Practices Guide!

  • 10/10/2008 19:55 In reply to

    Re: Best Practices Guide - Now Available!

    Im glad the guide is pointing out the whole TV compatability thing. I hate it when I actually need a HDTV to play certian games (like CAPCOM with their Dead Rising, and its tiny ant sized text based dialog).
  • 21/10/2008 12:54 In reply to

    Re: Best Practices Guide - Now Available!

    The article mentions box art, but doesn't give any specifications, such as pixel dimensions, if it should be an angled shot of an actual box or just the front, etc.. Is there any info on this somewhere?
  • 21/10/2008 13:18 In reply to

    Re: Best Practices Guide - Now Available!

    reallyjoel:
    The article mentions box art, but doesn't give any specifications, such as pixel dimensions, if it should be an angled shot of an actual box or just the front, etc.. Is there any info on this somewhere?

    There's no need to make another post about this. You should get a reply in the thread where you already asked this.

    http://forums.xna.com/forums/t/18571.aspx

    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.
  • 21/10/2008 18:11 In reply to

    Re: Best Practices Guide - Now Available!

    The new game submission web site, which will go live at about the same time as XNA Game Studio 3.0, has specific instructions for the size for the art, and you need to follow those instructions precisely (all the art is JPEG, but I don't recall the exact sizes). You can use any art that you have the proper permission to use, just like your game -- note that you do not have permission to use the Microsoft logos such as the XNA logo.
    Jon Watte, Direct3D MVP
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