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Post Your Game
Post information about your game for other developers to play and enjoy! |
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Microsoft Released XNA Game Studio 2.0 - Create LIVE Games
Since the released XNA Game Studio Express a little over a year ago, many features have been added to the new 2.0 release including support for multiplayer networking over Xbox 360 and Windows. Gane Studio 2.0 now supports all versions of Visual Studio 2005.
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XNA Game Studio 2.0 Beta Released
The XNA team is pleased to announce the Beta release of XNA Game Studio 2.0! This Beta release is your chance to try out the new features available in XNA Game Studio 2.0, including support for Visual Studio 2005, multiplayer support over System Link and LIVE, and many more features and enhancements, many suggested by you, the community members.
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G [new]
Use your powerful G-beams™ to capure asteroids and other debris, and learn to throw them at top speed at your enemy. |
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Gamefest 2007 XNA Videos now Online
The Microsoft Gamefest 2007 presentations include:
* Gamefest 2007 Keynote
* Understanding XNA Framework Performance
* Networking with the XNA Framework
* XNA Game Studio for Fun and Profit
* What's New in XNA Game Studio 2.0
* Pre-Mortem: Torpex Games' Schizoid
* The Costs of Managed Code: Avoidable and the Unavoidable
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Torpex (Schizoid) Get Technical On XNA Game Studio
At GameFest 2007, Torpex Games president Bill Dugan and technical director Jamie Fristrom gave a pre-mortem of their forthcoming deubt title Schizoid, developed on the XNA Game Studio Express platform for Xbox Live Arcade.
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How to Engage the Community, Without Outraging Them
Community, in this Web 2.0 buzzword age, is on everyone's lips. Of course, with Xbox Live an integral part of the Xbox 360 game experience (and online gaming being the core of the PC's appeal to the hardcore for so many years) it's also something that has to be crucially addressed. |
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TMNT, Street Fighter II Top XBLA Charts
At his GameFest lecture on Xbox Live Arcade development, platform manager Mark Coates revealed fascinating stats on the growth of XBLA games, including chart-toppers Street Fighter II and TMNT. |
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Colotristar [new]
Remove as many stars from the grid as possible. With a little luck you might get rid of all 81 of them. Beware, you might get stuck. Try to leave as few stray stars behind as possible. |
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Truck Defender X [new]
Pilot your hovertank, upgrade your defense and command your allies against an unrelenting onslaught of UFOs bent on abducting your helpless, innocent hovertrucks. |
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Graviton [new]
Graviton is a fun single/multiplayer action game. Catch atoms of various colors. Push opponents out of the ring and make them explode as you strive to be the last graviton standing! |
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Eternal Sonata Demo on XBL (584MB)
Download the demo today and explore the Path to Tenuto, Tenuto Village and Heaven’s Mirror Forest with Polka, Allegretto and Beat. Get a glimpse of the world that is Eternal Sonata. |
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Xbox 360 System update
Wireless guitar support has been added in the update when it will become commercially available in a few months. |
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Nanonomi [new]
Nanonomi is an arcade style casual game inspired by the films "Fantastic Voyage" and the games "Breakout" and "Tempest"
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Microsoft Announces the Dream-Build-Play Finalists!
Earlier this year a challenge was issued to aspiring game developers
around the world to dream big and build an original game for Windows
or Xbox 360™ using XNA Game Studio Express. True to form, our
community did not disappoint and demonstrated an incredible
diversity in creativity and implementation as we received hundreds
of game submissions. |
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Rein: Consoles put a stranglehold on DX10
Microsoft might be making a song and dance about the advent of DirectX 10 and the new experience it brings to PC gaming, but Epic vice president Mark Rein reckons we won't see it adopted in earnest by developers and publishers for several years. |
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Butterfly Paradise [new]
Butterfly Paradise is a puzzle game where you control a butterfly. Take control of the garden by making colored butterflies reach their pillars, and then unlocking the runes protecting them.
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StarCrushers [new]
In the distant future, a small number of factions fight for survival on the edge of the galaxy. Gather your army, destroy your enemies and conquer every planet of the galaxy.
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Dark'nd [new]
Dark'nd is a fast-paced, 3rd person, Sci-Fi Action arcade game for the XBOX 360, that pits up to 4 players against each other or against AI-Controlled enemies.
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Double Fusion's Study Into Effectiveness of In-Game Ads
In-game advertising firm Double Fusion and market research firm Interpret have revealed the results of a study into the effectiveness of video game advertising, indicating that “gamers not only notice ads in games but are impacted by them positively, increasing their intent to buy.”
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Indie Postmortem: Wolverine Studios' Total Pro Golf 2
After finishing up the second Wolverine Studios title, Draft Day Sports: Pro Basketball, Gary Gorski began to consider his next project. He felt that Total Pro Golf still had untapped potential, so He decided to develop a second version, named Total Pro Golf 2, with a significant list of new features.
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Cuber [new]
Cuber is a puzzle game supporting up to four players and features dual analog puzzle cube manipulation. Multiple puzzle types (sizes) can be selected, including the familiar 3x3x3 or the 2x2x2, 4x4x4, 5x5x5, and fictional 6x6x6, 2x2x4, and 2x3x4.
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Doppelganger [new]
Doppelganger is a frantic 2d side scrolling blaster in the vein of old arcade classics like Defender and Iridis Alpha.
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The Moore Interview: On Japan, Sony, And Halo 3
Peter Moore shocked the industry by announcing his departure from the position of Xbox corporate vice president, leaving to lead EA's sports division. Not a week ago, Moore was representing Microsoft's console at E3, and that's where Gamasutra met with him.
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The Farthest Land [new]
The Farthest Land is a 2D fighting game in which the gameplay is based on targeting. The player is matched up against an equally strong character where the challange is using maneuverability and targeting to defeat your opponent.
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Q&A: Chair Entertainment's Mustard On XBLA, Indies, Empire
The first game developed by Chair is Undertow, a self-published 16 player Xbox Live Arcade shooter developed using the Unreal Engine 3, and programmed solely by Geremy Mustard. The title is currently slated for a release later in the third quarter of the year.
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Bathtub Navy [new]
Choose your boat and sink the competition in bathtub sized naval battles for two to four players. Fight! mode lets players blast away at one another with their cannons while dropping special gear to slow or damage their opponents.
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X Space Cruiser [new]
X Space Cruiser is a racing game that include a single player training mode and a two players versus mode. It features shadow mapping and post process effects such as motion blur. The game is currently playable on Windows XP/Vista, but an Xbox 360 version will be available in the future. |
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The Basic Marketing Plan For Indie Games
A marketing plan might sound something awfully hard to do for a game developer, but to briefly put it: the marketing plan is your flightplan on how to get your game to your players. The contents of a marketing plan can be divided into several sections. A strategic plan or the company's business plan will describe the company's strategic objectives. The marketing plan will focus on those major objectives, and how to reach those goals. |
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The Rise of the Auteur & the Return of Indie Development
There's been a lot of doom and gloom about the industry lately bemoaning the lack of innovation and indie development. While the outlook today is bleak, the only constant in this industry is change, so it's not likely to stay that way forever.
Well, ok, it could actually stay that way forever, but there are a number of factors coming together over the next five to ten years that will change the nature of indie game development. |
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Why Indies Can't Thrive On Consoles
In my view, an independent game studio should be able to make a downloadable game for the Xbox 360, sell 50,000 copies at $10 each, convert it to PlayStation 3 and sell 50,000 more copies at the same price, and do the same on Nintendo’s Wii. The incremental conversion costs should theoretically be much less than the cost of developing the game from scratch. This would all contribute to a much more viable downloadable games scene. |
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