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Re: Other Platforms (Porting to X: Part 2) [Re: Wiz] #46183
07/06/06 00:25
07/06/06 00:25
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline OP
Senior Expert
Doug  Offline OP
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
Quote:

The problem is, as stated many times in this thread, that you can't just call MS and say you want to buy a license... You have to either be an established developer with a good record or have a game in the making that MS really want on their console.




Somebody has been reading my posts! I feel so much better.

Yes, that's the big issue here.


Quote:

Is 3dgs ... game can run on the Xbox or Xbox360 without rewrite any code?




My thought on this is that you, the game developer, wouldn't have to rewrite much if any of your code. You would hire Conitec to make a XBox version of the engine, and it would take your resources (graphics, sounds, c-script, etc.) and convert them over.

This wouldn't be cheap, but I think we could do it for less then our competitors. The first, most important step, is to create a 3DGS game that people would want to play on the XBox 360. Once you have that, we should talk.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Other Platforms (Porting to X: Part 2) [Re: Doug] #46184
07/30/06 10:44
07/30/06 10:44
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

Palm, PocketPC, Playstation, N64, and Dreamcast are not powerful enough to run the 3DGameStudio engine.




Would this be true for the Playstation Portable too? Or would this require a total re-write of the engine, just like with PS2 or Gamecube? When I look at the graphics of most of the PSP games, it looks like 3dgs can compete with it, but maybe it requires a bit more power?

(btw. this is just a question out of interest, since I do not have a huge amount of funding in case this would be possible. )

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Other Platforms (Porting to X: Part 2) [Re: PHeMoX] #46185
07/31/06 20:17
07/31/06 20:17
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline OP
Senior Expert
Doug  Offline OP
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
I haven't looked at the PSP dev-kits. I'm guessing (legal issues and money aside) we could write an engine that ran under the PSP, but it would require a major rewrite of the core elements (sound, 3d, input, memory management, etc.).

The PSP is a powerhouse of a handheld, but it is still limited compared to a modern PC or console. Normally you are better off writing something from scratch then trying to port over.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Other Platforms (Porting to X: Part 2) [Re: Doug] #46186
08/14/06 18:33
08/14/06 18:33
Joined: Dec 2004
Posts: 306
Planet Earth
Wiz Offline
Senior Member
Wiz  Offline
Senior Member

Joined: Dec 2004
Posts: 306
Planet Earth
Has any of you seen this. Microsoft is opening the Xbox360, at least partially, to indies and hobbyists!

Garage Games is already on the team, with Torque X in full development. So Conitec, are you going to support this in some way, or do I have to switch over to Torque?

Re: Other Platforms (Porting to X: Part 2) [Re: Wiz] #46187
08/15/06 00:43
08/15/06 00:43
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
Expert
FoxHound  Offline
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
"The XNA Game Studio Express beta will be available Aug. 30, 2006, as a free download on Windows XP, for development on the Windows XP platform."

Oh yes, come to daddy. Daddy needs his medicine.


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QUIT LOOKING FOR ONE!
Re: Other Platforms (Porting to X: Part 2) [Re: FoxHound] #46188
08/15/06 13:36
08/15/06 13:36
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
I guess if you developed for just the XP side of things, it might not be so bad, or do they have the similar, highly-restricted license restrictions for XP useage as well? I wonder what the XNA toolkit is really like... I wonder if it's so user friendly for beginners as 3DGS is. I have my doubts, but you can't beat the price.

Re: Other Platforms (Porting to X: Part 2) [Re: JetpackMonkey] #46189
08/15/06 14:37
08/15/06 14:37
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
Expert
FoxHound  Offline
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
I'm in touch with some xbox developers, and it's far from easy.

Everything I've seen on this it's a non commerical kinda deal. So you still need their approval to sell, but this would help bring a lot more games to their attention. I also have the feeling that indie game engines will be judged if they have XNA or not.


---------------------
There is no signature here.


QUIT LOOKING FOR ONE!
Re: Other Platforms (Porting to X: Part 2) [Re: PHeMoX] #46190
04/01/07 05:29
04/01/07 05:29
Joined: Oct 2004
Posts: 30
Brisbane, Australia
AndrewJ Offline
Newbie
AndrewJ  Offline
Newbie

Joined: Oct 2004
Posts: 30
Brisbane, Australia
Dear Doug,

Quote:

"Palm, PocketPC, Playstation, N64, and Dreamcast are not powerful enough to run the 3DGameStudio engine."




Just a question about a dreamcast port, the dreamcast doesnt really need a license to publish games on it anymore (http://dcemulation.com).

why don't 'we' just port an old A4 version to dreamcast and bang instant indie community.

just a thought.

Cheers.

Andrew

Re: Other Platforms (Porting to X: Part 2) [Re: AndrewJ] #46191
04/02/07 19:20
04/02/07 19:20
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline OP
Senior Expert
Doug  Offline OP
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
First, I have to say that I still love my Dreamcast. The system was better than the PS2 in almost every way (except for the one that matters, published games ).

But I don't see us doing a Dreamcast port for many reasons. The big two are:

1) Legal issues.
I think Sega is turning a blind eye to emulators because it is hard to sue indie developers (individuals don't have enough money to make it worth their while).

2) Market share.
I don't think there are enough Dreamcast developers to make it worth the time/money to port the engine (even a simple engine).


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Other Platforms (Porting to X: Part 2) [Re: Doug] #46192
04/03/07 02:47
04/03/07 02:47
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
now with the virtual console out, do you think there is a chance to develop for that one?

with nintendo opting for indie developers, one could strike a deal witht ehm.
i see it like this:
3D GameStudio A7 COmcerial (or Pro) with Nintendo VC Licence...

the vc is basically rom information split into several parts of downloadable content. like a recourced file if you wish...

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