February 1st, 2007 by Sharky

kick it on GameDevKicks.com 

Greeting earthlings.

I’ve been meaning to do this for a while actually.  Ultrahead’s provided me personally a lot of feedback, help & ideas for my own XNA adventures.

Check out his “Do as I say, not as I do …” blog.

He frequently blogs answers to things I haven’t even got round to searching for.  But there’s more to it than just XNA stuff.  Animation, movies, shameless pimpage of Sharky’s blog!  ;)

This one particularly caught my eye…

“TIP: Deploying games to the 360 without sharing source code”

Once again he’s saved me the trouble of actually reading the forums!  Now all I need is a 360!!!

;)

Thanks Ultrahead.

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8 Responses to “”

  1. Ultrahead Says:

    oh, my … I want to thank the Academy for this recognition … the truth is I don’t deserve it … ok, maybe a little … I do believe in XNA and it was what I was waiting for serious development -meaning, to start a game project in a serious way from scratch to fully completetion … and that’s why I (background music) … ok, time to go. Thanks.

    … Regarding the tip that caught your attention, let’s all thank Stephen Styrchak who posted it in MS’s forums and XNAtutorials.com for bring it in the Weekly Update …

  2. Sharky Says:

    :)

  3. Sharky Says:

    That’s strange. I just noticed http://www.xnatutorial.com/ had disappeared from my RSS feeds. I’m sure it used to be there. All fixed.

  4. Ultrahead Says:

    The shout-out is working, mate!

    More and more people is starting to be aware of -and post comments on- XNA Community Blogs … there are interesting blogs I didn’t notice they existed until this wave of posts happened … Thanks!

    Talking about pimpage to Sharky’s blog: it will continue since ‘Sharky’s Air Legends’ was one of the first games created through XNA GSE from someone outside the XNA Team when XNA GSE was still on beta phase … that takes guts! And as I said before, it’s also fun to play … when XNA GSE eventually implements some solutions for networking you should consider extending your game for, say, 4 teams with upto 4 players each or so …

    BTW, and regarding the tip on deploying games to the 360 without sharing source code, maybe that should be complemented with proper obfuscation … if that is accepted by the 360, of course. I don’t have a 360 yet so I don’t know whether obfuscation works ok on the 360, so I hope Stephen, Shawn, or someone else that can confirm it, read this ‘thread’ and post a comment.

  5. Sharky Says:

    Excellent!

    And thanks for those mighty generous comments. ‘guts’ may be stretching it though. ;)

    • When I first started the game it was purely a .NET Framework v2.0 familiarisation exercise because I was still using v1.1 at work. Managed DirectX and I hadn’t even heard of XNA until Beta 1 came out! :o
    • I first started the blog as a way of sharing my progress with friends. (I feared my frequent emails were becoming like spam.) %)
    • as for becoming part of the community I think I can thank Google & various blog Comments & pingbacks. :o )

    It’s been awesome to witness the community evolve automagically:

    • First seeded by Microsoft’s own community efforts.
    • Then the (initially isolated) websites & blogs popup.
    • Then google & other search engines come to the party and mix it all together
    • Not to mention the community nature of blogs themselves – comments, pingbacks. etc…

    One big melting pot of tasty goodness!

  6. Ultrahead Says:

    “… ‘guts’ may be stretching it though.”

    :)

    Regarding obfuscation and the 360, Stephen has provided a pretty clear anwser: http://amapplease.blogspot.com/2007/02/tip-deploying-games-to-360-without.html

  7. Sharky Says:

    Interesting read that.

    I’m not too worried about obfuscating my assemblies for “Air Legends” project. That said, I’m unlikely to ever share the entire source.

    For me it’s not so much the code I’d want to protect, but the art assets. I’d be pretty annoyed if I saw my deliberately “cute & cuddly, sharkified” Spitfire model in someone else’s game. Not that it’s a perfect model (not by a long stretch), but it’s unique and distinctly mine.

    :)

  8. Ultrahead Says:

    “For me it’s not so much the code I’d want to protect, but the art assets.”

    Yes, I agree … and aslo re-enforced with a proper license agreement … just in case …

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