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Re: Other Platforms (Porting to X: Part 2)
[Re: Doug]
#46154
02/03/06 00:36
02/03/06 00:36
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Joined: Aug 2003
Posts: 828
agreenknight
Developer
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Developer
Joined: Aug 2003
Posts: 828
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How about this, anyone who wants to make a game for another platform, prototypes in 3dgs, then goes to that platform's gatekeepers, and ask for permission to port.
Keep It Simple, Make It Fun
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Re: Other Platforms (Porting to X: Part 2)
[Re: agreenknight]
#46155
02/03/06 07:57
02/03/06 07:57
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Joined: Jan 2004
Posts: 2,062 Hamburg, Germany
slacer
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Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
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The prototype should show if it is possible to do what you want on the target platform. If your demo uses tons of shaders, bones, terrain and multiplayer network AND your target platform is the AMIGA or a non DirecX platform like linux, the whole thing is worthles. Well, you could show the gameplay but thats all.
You do the prototype not only for publishers - it is for YOU. - Is feature X possible on that platform? - How complicated is it to create this effect in our game? - What are the model constraints (num vertices, num textures, ...) - Can we use 3D Package [big name here] use to create the models - What is the exact workflow to get the model out of our 3D Package into the game? - What are the restrictions with this workflow (like: can not use bone animations because there is no exporter with that feature)
Now, your prototype is ready to show with GameStudio. The publisher wants this to run on your target platform - say X-Box
You need to do the whole trick again, because you can not derive your experiences from engine A to engine B
-- slacer
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Re: Other Platforms (Porting to X: Part 2)
[Re: slacer]
#46156
02/05/06 15:07
02/05/06 15:07
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
FoxHound
Expert
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Expert
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
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I think AGreenKnight meant that after showing it to the gatekeeper of the concole, they said it's cool with them, then getting Conitec to make the push-button that will allow you to publish to that platform.
I guess this anyway, as it's an idea I've had.
--------------------- There is no signature here.
QUIT LOOKING FOR ONE!
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Re: Other Platforms (Porting to X: Part 2)
[Re: slacer]
#46157
02/07/06 22:13
02/07/06 22:13
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
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Posts: 8,973
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Quote:
If your demo uses tons of shaders, bones, terrain and multiplayer network AND your target platform is the AMIGA or a non DirecX platform like linux, the whole thing is worthles.
Yes, you could make a game using 3DGS that wouldn't work on your target platform, and it is doubtful that porting from 3DGS to any console will be as easy as pressing a button, you should keep this in mind when you design the project.
But, if you want to get into the console business (where the money is at), the goal isn't to use 3DGS to make a game that runs on a console. The goal is to make a game that makes people say: "If we had this game on our platform we could make big money!"
If you go to the Microsoft XBox360 developer website (the public part) you will find a guide on how to design games on available PC hardware that most closely matches the console hardware. You can do the same sort of thing for other consoles. But the first thing you should think about is making a game that is fun to play using a console controller and running on a TV screen.
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Re: Other Platforms (Porting to X: Part 2)
[Re: sPlKe]
#46159
02/21/06 05:21
02/21/06 05:21
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Joined: Aug 2003
Posts: 828
agreenknight
Developer
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Developer
Joined: Aug 2003
Posts: 828
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I worked with some programmers at a Pizza deliverly place. Why did they work there? They went to school in Russia, and they're degrees didn't transfer. So they had to do things over again.
One thing he mentioned is you need big company resources behind you. I've been thinking about that and it's somewhat true. You don't necessary need to be at a big company, though. Maybe you could get into an agreement with a big company. Too do that you would need to have something that looked good enough that they would want to invest those kinds of resources.
True, to make the big money, you need to be on the consoles. The thing is though, first I have to beable to get a project going. Right now I'm trying to study some programming books. Once I make a game, then I can think about doing xbox, or simulations, or maybe a simulation game.
One thing I will bring up is Meteos. Now if I wanted to get something on an xbox, that's where I would probably look. Simple, and addictive.
Keep It Simple, Make It Fun
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Re: Other Platforms (Porting to X: Part 2)
[Re: agreenknight]
#46160
02/25/06 23:44
02/25/06 23:44
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Joined: Sep 2005
Posts: 514 USA
Gho5tFac3K1llah
Developer
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Developer
Joined: Sep 2005
Posts: 514
USA
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Quote:
If you go to the Microsoft XBox360 developer website (the public part) you will find a guide on how to design games on available PC hardware that most closely matches the console hardware.
Where's the Microsoft XBox360 developer website at? I tried looking through a search engine but I couldn't find anything.
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Re: Other Platforms (Porting to X: Part 2)
[Re: Gho5tFac3K1llah]
#46161
02/26/06 19:35
02/26/06 19:35
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Joined: Aug 2003
Posts: 828
agreenknight
Developer
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Developer
Joined: Aug 2003
Posts: 828
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By the way, anyone looking to want to port there game to linux I suggest checking out cedega. It's a linux service that makes it able to play windows games on linux. http://www.transgaming.com/
Keep It Simple, Make It Fun
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Re: Other Platforms (Porting to X: Part 2)
[Re: agreenknight]
#46162
02/27/06 21:29
02/27/06 21:29
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
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Senior Expert
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OP
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Posts: 8,973
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