locopuyo
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1337 Ship Deathmatch xbox live Indie Game
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Aug 20, 2009 09:51
"If you knew how good I am you would think I'm modest."
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2pac
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Re:1337 Ship Deathmatch xbox live Indie Game
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Aug 21, 2009 20:46
Downloaded the trail .. Good work loco . Unfortunately cant buy it now . Saving the 400 pts for NBA2k10 : Draft combine . I am also working on a XNA game . Actually my school is . I am the network engineer for the project . Cosmopolis MMO
[image]http://gdpit.com/avatars_pictures/animated/gdpit_com_45464555_806.gif[/image]
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locopuyo
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Total Posts
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3138
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Reward points
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41070
- Joined: Jan 10, 2005
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Re:1337 Ship Deathmatch xbox live Indie Game
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Aug 21, 2009 23:31
cool, I haven't done any networking yet with XNA but I will be soon. The game I'm working on now will have live and LAN multiplayer and online scoreboards. Networking for an XNA MMO is probably pretty hard considering you can't have dedicated servers, or do you guys have some advanced XNA stuff for that not available to regular premium users?
"If you knew how good I am you would think I'm modest."
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2pac
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Re:1337 Ship Deathmatch xbox live Indie Game
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Aug 22, 2009 00:35
As of now we are developing for the PC so setting up servers is not an issue There are plans to port it to the xbox360 , i have no clue what we are going to do there :) ..
[image]http://gdpit.com/avatars_pictures/animated/gdpit_com_45464555_806.gif[/image]
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locopuyo
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Total Posts
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3138
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Reward points
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41070
- Joined: Jan 10, 2005
- Location: Minneapolis
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Re:1337 Ship Deathmatch xbox live Indie Game
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Aug 22, 2009 00:38
2pac As of now we are developing for the PC so setting up servers is not an issue There are plans to port it to the xbox360 , i have no clue what we are going to do there :) .. Oh that makes it easier lol. I think for xbox live the maximum players you can have in an XNA game is 32, so it would be pretty difficult.
"If you knew how good I am you would think I'm modest."
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