Otherwise, Rudder was at the conference to show off the company's development software, Visual Studio. He revealed that 90 percent of the code between each iteration of the game is shared (and then went on to speak about code in a way that made us start seeing stars). Sure, we'll see more official (and likely cooler) stuff on this soon, but for now we've got the speech just after the break.
Microsoft demos platformer across Xbox 360, Windows Phone, and PC
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While we've been repeatedly assured by Microsoft that we'll hear more about gaming on the recently announced Windows Phone 7 Series in a few weeks at the company's MIX10 event, Engadget spotted some early footage of a company rep demonstrating a fairly basic platformer game being played seamlessly across a PC, a "Windows Phone 7 Series prototype device," and an Xbox 360. In a speech at TechEd Middle East, Microsoft's Eric Rudder (to his own admission) poorly played a game that then allowed him to save his position on a PC, pick it up on his (Windows) phone, and eventually move it over to his Xbox 360.
Otherwise, Rudder was at the conference to show off the company's development software, Visual Studio. He revealed that 90 percent of the code between each iteration of the game is shared (and then went on to speak about code in a way that made us start seeing stars). Sure, we'll see more official (and likely cooler) stuff on this soon, but for now we've got the speech just after the break.
Otherwise, Rudder was at the conference to show off the company's development software, Visual Studio. He revealed that 90 percent of the code between each iteration of the game is shared (and then went on to speak about code in a way that made us start seeing stars). Sure, we'll see more official (and likely cooler) stuff on this soon, but for now we've got the speech just after the break.
Reader Comments (39)
Posted: Mar 7th 2010 6:15PM (Unverified) said
Totally agree man. If implemented right (and it looks like it will be) this could be huge!
Reply
Posted: Mar 7th 2010 1:10PM Kleptomaniac said
While this is really cool and good for developers who can reuse alot of code between the platforms, Microsoft really has to support it well for it to work. Remember how Microsoft were keeping the Zune HD marketplace for apps first party only so they could develop their own games for it? Well do you know how many games they have made for it? TWELVE. So please Microsoft don't waste a great idea by not throwing any support behind it.
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Posted: Mar 7th 2010 1:19PM (Unverified) said
You're confusing 'support' with 'open-platform'.
Reply
Posted: Mar 7th 2010 1:48PM (Unverified) said
Maybe they are holding off on the open platform so that they can build a solid infrastructure before we get a lot of cross platform farting apps......
Reply
Posted: Mar 7th 2010 1:54PM Kleptomaniac said
True, I did mostly ramble in that post. Sorry i'm very tired.
Reply
Posted: Mar 7th 2010 11:27PM Morisato13 said
I cant wait to fart when I'm on my computer, then take it into my living room through x360, and when a friend calls, I can fart on the go with my windows mobile 7 phone all without disrupting the flow of my overall fart meter.
Reply
Posted: Mar 8th 2010 1:23AM Morisato13 said
I already paid $60 for SF4 on 360, $60 for SF4 on PC, and $10 for SF4 on iphone... the future is already here.
Reply
Posted: Mar 7th 2010 1:17PM eat it said
Are downloadable games--especially ones that can be played on a zune or on a phone--important enough to have to save it like this? It might be cool to be able to play mass effect or any other game on a PC and then continue the game on an xbox but I assume that would require buying 2 copies of the game. and really who want's to do that?
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Posted: Mar 7th 2010 1:30PM (Unverified) said
I think this could be very cool, but I'd still like a gaming-centered phone that has a physical d-pad or something.
I've had my iPhone for nearly a year now, and I still have yet to find a platforming or action game that has controls that are usable.
I have big hands though, so some of that might be on me.
Reply
I've had my iPhone for nearly a year now, and I still have yet to find a platforming or action game that has controls that are usable.
I have big hands though, so some of that might be on me.
Posted: Mar 7th 2010 3:04PM (Unverified) said
Posted: Mar 7th 2010 2:30PM (Unverified) said
Whereas in the past game makers didn't really like $?
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Posted: Mar 7th 2010 3:02PM AltairDusk said
Bubbameister most modders never see a cent for the mods they create and release. For that group it's certainly not about the money.
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Posted: Mar 7th 2010 3:20PM Granger said
@ Altair - Weighing modders against the whole of the game 'industry' is like weighing youtube film makers against hollywood, or Sonic Fan-Fiction writers against some dime-store author like James Patterson, or that garage band down the street against the recording industry.
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Posted: Mar 7th 2010 6:41PM TheGrandHero said
What are you talking about? Games like E.T. and PacMan for the Atari were quality products created with the consumer foremost in the developer's mind! You don't get value like that anymore.
Reply
Posted: Mar 7th 2010 2:35PM maveric101 said
strong integration throughout all of it's consumer products is one area way microsoft could really dominate other companies. they've got some of it now, like using the 360 as a media center extender, but i feel like they could do so much more. this is a step in the right direction.
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Posted: Mar 7th 2010 2:39PM robmv said
yuck. using #ifdef on a OO language where you can abstract code to different implementation classes (in order handle device differences)
The same thing can be done using Java and Android phone (JOGL targeting full OpenGL on the PC and JOGL targeting OpenGL ES on Android). the only platfrm out of this is a home console. Come on Sony, you already have Java runtime for the blu-ray player, make it usable for this kind of games
Reply
The same thing can be done using Java and Android phone (JOGL targeting full OpenGL on the PC and JOGL targeting OpenGL ES on Android). the only platfrm out of this is a home console. Come on Sony, you already have Java runtime for the blu-ray player, make it usable for this kind of games
Posted: Mar 7th 2010 3:05PM AltairDusk said
I much prefer developing in C# to Java myself so I'm looking forward to this. Thankfully there are enough languages out there that we can all find some we like.
Reply
Posted: Mar 7th 2010 3:36PM ima747toscaledesigncom said
on top of developing for the lowest capability system just think of the interface differences? How many great PC games are better with a controller than a mouse/keyboard? how many great console games are better on a touch screen/accelerometer? how many great portable games would be better with a controller? part of what makes a game good is the controls, if you have 3 different input options at the very least one of them is going to be terrible, if not all of them because they will have to give something up to let another method work.
Simple rule of thumb (there's always exceptions, but this is just in general) fast action with 1 character is USUALLY better with a controller (e.g. mario, sonic, kratos). Super precision is usually better with a mouse (FPS's in general, RTS's etc.). Menu selection and quirky controls are usually better with a touchscreen/accelerometer type device (touching a menu item is faster than scrolling or moving a mouse, accelerometers allow for some unique game designs e.g. rollando)
The biggest fear for me is the number of attrocities of game design that will occur as a result of mobile being in the mix. Developers are still barely capable of making a game that works well on both PC and xbox, now they're going to cut corners on art to be able to shoe horn the assets into a phone, and then use an abomination of an on screen Dpad to simulate the controller, and in the process never bother getting a mouse/keyboard combo to work right... so you get an ugly console game, an ugly and poorly controlling PC game, and a portable game with save points so when you get a call all your progress is lost...
Every platform is good, but you have to actually design for it, not just say "space marine + guns = doom for 2010! who couldn't love it!"
/rant
Reply
Simple rule of thumb (there's always exceptions, but this is just in general) fast action with 1 character is USUALLY better with a controller (e.g. mario, sonic, kratos). Super precision is usually better with a mouse (FPS's in general, RTS's etc.). Menu selection and quirky controls are usually better with a touchscreen/accelerometer type device (touching a menu item is faster than scrolling or moving a mouse, accelerometers allow for some unique game designs e.g. rollando)
The biggest fear for me is the number of attrocities of game design that will occur as a result of mobile being in the mix. Developers are still barely capable of making a game that works well on both PC and xbox, now they're going to cut corners on art to be able to shoe horn the assets into a phone, and then use an abomination of an on screen Dpad to simulate the controller, and in the process never bother getting a mouse/keyboard combo to work right... so you get an ugly console game, an ugly and poorly controlling PC game, and a portable game with save points so when you get a call all your progress is lost...
Every platform is good, but you have to actually design for it, not just say "space marine + guns = doom for 2010! who couldn't love it!"
/rant
Posted: Mar 8th 2010 11:38AM Duke said
Swagman, great points. Sadly, there are many that don't even think about the tech side and just go off of their need for drama and discord. There is nothing about this project to be fearful of and no reason to dismiss it - but here they are doing it. I for one think this looks like a great step forward and could lead to many fun game variations - which is what gamers should be excited for. Sadly, they are too often more interested in rooting for failure.
Reply
Posted: Mar 7th 2010 6:11PM (Unverified) said
I ported this demo to the iPhone months ago using MonoTouch and XnaTouch ( on codeplex ). Same code running on PC, Xbox, ZuneHD, iPhone and it would seem Windows Mobile 7 has finally caught up :).
XnaTouch will be adding 3D API support as soon as its announced for Zune and WM7, next week at the GDC.
Reply
XnaTouch will be adding 3D API support as soon as its announced for Zune and WM7, next week at the GDC.
Posted: Mar 7th 2010 7:22PM (Unverified) said
Go go Microsoft!!! Give me my Windows Phone 7 Series already.. This thing is huge for gaming! Just imagine the possibilities of that thing. Developers are going to amaze us in the future..Can't wait for Mix!
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Posted: Mar 7th 2010 8:55PM TonyGeezy said
Sounds like these games will target the lowest denominator in order to make it playable across all platforms. Doesn't seem like that would make for great games...
That said, it's possible to program games that don't require any code changes, with APIs such as OpenGL and SDL. Hmm...
Reply
That said, it's possible to program games that don't require any code changes, with APIs such as OpenGL and SDL. Hmm...
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