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Features
  Sponsored Feature: Xbox Live Community Games
by Dax Hawkins
12 comments
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November 5, 2008 Article Start Previous Page 2 of 6 Next
 

Submit your game

The entry point into the submission pipeline is, of course, the XNA Creators Club Web site: http://creators.xna.com, under the games heading. Before you submit your game, make sure you are a premium XNA Creators Club member. This means that you have purchased a Creators Club subscription.

For more information about our memberships and how to purchase them, please see http://creators.xna.com/en-us/membership.

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You first must create a project. To do this, click the Add Project button.

Important: Select your game title wisely. Once your game passes peer review and has been placed on Xbox LIVE Marketplace, you won't be able to change it. Also note that your game title is the same across all the regions to which you publish your game.

Once you create your project, add a game to that project by selecting Add Game.

Game information

The first thing to do is add general information about your game. Game information includes genre, game capabilities, and Xbox LIVE capabilities. The capabilities, or "gamecaps" show up on the console so that users know what to expect from your game.

The following table explains each capability. You have the option of filling in these capabilities. However, if you don't fill them in, these capabilities won't appear on the console.

Capability

Description

Players

Number of players this game supports. Is it only a single player game or does it support competitive play?

System Link

Number of players your game supports when two or more Xbox consoles are physically linked in the same location.

Cooperative Play

Number of players that can play together (as opposed to competitive play).

Players (Xbox LIVE)

Number of players your game supports over Xbox LIVE

Cooperative Play (Xbox LIVE)

Number of players your game supports for cooperative play.

Maximum HDTV Mode

The highest mode your game will support. Your options are: None, 480i, 480p, 576i, 576p, 720p, 1080i, and 1080p.

Custom Soundtrack

Your game can access and play music stored locally on the Xbox.

The next step is to add descriptions for your game. These descriptions show up on the console in Marketplace and also in the game library.

You may provide descriptions in English, Spanish, French, or Italian. You must provide at least one description. If you do not specify the language, the description appears in the default language you selected.

Next, choose your classification. Your classification is vetted by the Creators Club community during peer review. We have a "one-world" classification system. This means the same classification is used for all the regions in which you choose to publish.

Remember that other members of the Creators Club will review these values. If enough people disagree with your settings, your game will be rejected from peer review and you'll need to either adjust your settings or change the content of your game to match the settings.

After you select the classification, you can upload media to support your game. We've expanded the media we collect to make community games show up like other types of games on the Xbox 360 console. Your screenshots will be shown in the console.

In addition to the thumbnail, you also need to upload "box art" for your game. We'll add a Community Games banner to this image, and this final image will be shown on the console and Xbox.com.

Be sure to conform to the file size and format (JPEG) requirements of these images shown in the following table.

Media

Size (pixels)

Max File size

Comments

Thumbnail

64x64

16 KB

Required. This thumbnail will overwrite the thumbnail in your submitted .ccgame package.

Game Box Art

584x700

400 KB

Required

Screenshot

1000x562

150 KB

One screen shot is required. Up to four screenshots may be provided.

If your images do not conform to the specified sizes, you won't be able to submit your game.

 
Article Start Previous Page 2 of 6 Next
 
Comments

Mike Lopez
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"Community Games are treated as first class citizens in the console and on Xbox.com. A few exceptions do exist, however. Notably, community games do not support achievements or leader boards."

There's always a catch. Without achievements and leader boards XNA content will continue to be treated as the tragically less loved step child to the can do no wrong favorite son that is XBLA.

David Hof
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If I recall correctly, the reason Achievements would not be supported is that it would be too easy to abuse for gamerpoints farming.

Luke Rymarz
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They could, at the very least, give out a few points for just playing a community game for, say, 5 or 10 minutes. That way, point farming would be a nearly eliminated, and you'd be giving people a reason to go in and check it out.

Evan Combs
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You could technically still have achievements, it just wouldn't show up on your gamerscore.

Hélder Gomes Filho
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Just the fact that you must use XNA suck...

Bob McIntyre
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Having to use C# isn't great. It's really limiting, and I heard from some companies where I interviewed, companies that were publishing XBLA titles, that XNA's use of C# makes it slightly less than suitable for development. If you just want to make a Pac-Man clone or Asteroids or whatever, the 360 is powerful enough to handle it in a managed environment. But it's just a pain in the butt, especially for any real game programmer who is used to C/C++ code.

Vicente Cartas
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Anamy, the XBox and XNA are more than capable of moving very complex worlds and, so please stop the myths about managed code not been able to perform well.

And btw, any real programmer can get used to C# in a pretty short time (as he can be used to any language out there). There are plenty of game studios already using C# for their tools or even in their AAA games.

Mike Lopez
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I'm not buying the no Achievements argument due to potential for farming. If there is not an issue with XBLA games there should not be an issue for community games. I suspect the true reason is Micro$oft wants to steer independent developers with more than minimal funding away from the cheap solution.

My real concern is more from the consumer standpoint. I believe consumers will be less likely to latch onto Community games if they perceive them to provide a reduced on-line experience from what they have grown accustomed to and frankly what the 360 does best with Xbox Live. Achievements and Gamer Score may seem like a small thing but consider that pretty much every gamer who has both a PS3 and 360 will always choose to buy a retail game for the 360 every time when it is available on both platforms unless there is some major 360-specific issue exposed in a review. The reason is clearly for the achievements and to invest further in their Gamer Score; the multiplayer game play they can get on either platform.

Robert Schmidt
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For those of you complaining about the "limited" extent of Microsoft's XLCC (language, achievements, etc) one question; you are aware that this is for the most part free aren't you? C# Express is free, Xna is free, Creator's club is inexpensive, what more do you want? Next you'll be complaining that Microsoft makes you design the game, write the code and make your own coffee. Maybe you can work out a better deal for the PS3 or Wii. I can understand offering suggestions for more features, personally I'd like to see support for network games for the PC (apparently in the works), but this negativity is really boring, regardless of how fashionable it may be to hate Microsoft.

BTW Well said Vicente! The C++ snobs should get over themselves. Their complaints about managed code are the same complaints the C coders had about C++ (and I'm sure assembly coders had about C). There are always tradeoffs. To me, a nominal performance hit is a worthwhile tradeoff for getting my game to market quicker, and/or with fewer staff.

Shawn Lehner
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The XNA/C# development environment is more than powerful enough to create amazing next generation games as long as you understand the best practices for achieving optimum performance from the managed runtime. Also, the benefits you gain from development speed far outweigh any performance hits you may suffer in my opinion. Many bad impressions given to people about C# and managed code are spread by C/C++ veterans who have never even used C# or have never given it a fair shake to explore just how capable of platform it really is.

The limitations of XBLCG are so minimal when you consider this is a platform for the masses of hobbyists, enthusiasts, and up-and-coming game studios looking for that start-up opportunity to get into the game development business. XBLCG offers this opportunity with very little upfront investment beyond that required developing the game.

I did see a comparison in a previous comment between XBLCG (Xbox Live Community Games) and XBLA (Xbox Live Arcade) making the statement that because there were features available in XBLA there is no excuse why these features should not be available in XBLCG. One glaring difference between XBLA and XBLCG is that every single game that goes into XBLA passes an extensive Microsoft certification process which includes a direction relationship with a Microsoft account representative. XBLCG on the other hand requires very little if any Microsoft involvement when adding a new game.

Tomas Galler
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it is even more easy
http://www.casininio.com

kate Green
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