Don't Sleep on Xbox Live Community Games

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  • Flawless
    Bang-bang! Down-down!
    • Mar 2004
    • 16780

    #16
    Re: Don't Sleep on Xbox Live Community Games

    Really looking forward to checking out Kodu when it hits Community Games this spring.

    GDC 09: Making Games with Kodu

    In creating Kodu, Microsoft has made the most powerful tool around for easily learning and understanding entry-level game design and coding. It's no stretch of the imagination to envision Kodu being used in an elementary school curriculum to give students a jump start on learning the basics of programming without any of the jargon that can be such a turn-off.

    As an educational tool, the strength of Kodu is impressive. It's also pretty darn fun to mess around with.
    In roughly an hour we had a game that featured clouds raining explosive rocks, motorcycles that shot stun missiles, a coin-launcher on a platform perched in the middle of an ocean, and a factory that pumped out turtles of death.

    I use the word "we" because, as it turns out, it is just as easy -- if not easier -- to design a multiplayer game as a group as it is to make a game by yourself. All four controllers can be used, trading off control over the cursor and design process. You can even share your creation with people on your friends list who can then continue to edit and refine your game, further adding to the sense of community design.

    Though the camera gets a bit funky in a multiplayer game, we found that it took just a small amount of prodding by the local professionals to get our small group thoroughly engrossed in the process. That's because with just a few radial menus, some option sliders, and some logic, Microsoft has created a game that has limitless potential.

    OK, to say that there are just a few menus and sliders might be a bit of an understatement. There are a lot of dials to turn, menus to navigate, and options to consider when you hop in and start making a game. The ease of use comes in the way Microsoft has boiled down the oftentimes complex and multi-lined If/Then statements used in programming to a single line of visual logic. After placing an object, you can just hit the Y Button to bring up its "intelligence." There, you can assign a series of When/Do logic statements.

    Let's say you want to make the blimp you just put down controllable by the first player. On the "When" side of the statement, you would add the icon for the left thumbstick on the controller. Next to that, you would assign that controller to player one. Scroll over to the "Do" side of the line and add the icon for movement and you're done. Hit start and you'll find that you can sail your blimp around the level. It's not exactly a game, but with just a few button presses you already have something you can play.
    Naturally, you'll want to add a bit more to your game. It's when you start stacking commands that you can make something really complex. It doesn't take more than a few button presses to add a path for an enemy to follow by default, and then make it chase you if it sees you trying to sneak by. Do that and you have a simple stealth game. If you want to make it a not-so-simple stealth game, you can add a second page to an object's behavior, causing it to switch AI routines entirely when a certain condition is met.

    There are roughly 20 objects to toy around with in Kodu with more on the way in the future, each with its own small set of specializations. This may not seem like a lot to make your game unique, but with careful level design and some creativity, you can make something wholly your own. In our game, the clouds rained explosive rocks. We could easily have made the clouds rain hearts that turned any object they hit red. Or we could have made any trees that got hit by rocks shoot missiles out in any direction. Or we could have created a game that made sense…but where's the fun in that?

    The process of making a game using Kodu became a game in and of itself for our group. Our wacky game may not have been the most fun thing we could have made, but the process of getting there had the whole room laughing as new ideas were shouted out and then integrated.

    By the end of our play session we'd set up a sort of class-based item collection game. Two players controlled motorcycle avatars who drove around the map picking up coins fired out at regular intervals by a cannon we'd placed on a mountain. Two enemy motorcycles would zoom around as well, which we'd instructed to try and steal coins from us. Aside from the aforementioned exploding rocks raining from the clouds, we'd set up a factory on the map that produced killer turtles that flew around and, if they made contact with our motorcycles, instantly killed us.

    After telling the game to display health bars, it became clear we needed some kind of healing mechanism if we wanted to survive. This is where the third-player came in, as we assigned the third controller to moving around a healing flying saucer of sorts. When the third-player was able to run into our motorcycles it provided an instant heal. And, since the turtle factory was constantly churning out deadly shell creatures, we gave the saucer the power to blow them up upon contact. Now this didn't really work all that well, but it's an example of how within an hour or so you can, with limited coding famliarity, generate something moderately interesting.

    With more time and dedication, it seems clear users should be able to easily channel their creativity into producing some interesting content. Be on the lookout for Kodu this spring to try your hand at the process.
    Go Noles!!! >>----->

    Comment

    • Flawless
      Bang-bang! Down-down!
      • Mar 2004
      • 16780

      #17
      Re: Don't Sleep on Xbox Live Community Games

      Interview: Creating with Kodu

      What sort of games can you create with Kodu?

      Matt MacLaurin: Well, we try really hard to nail the classics. You can do Pong, Space Invaders, first-person racing, submarine battles, top-down arcade, side-scrollers or even first-person shooters, if you don't mind that our characters are cute. We consider ourselves toolmakers, which means that we don't get to limit the creator's intent. We are continually trying new forms of gameplay and, when we stump ourselves, we fix the tool. As we get very close to shipping, we have to let some limitations stand, but I can say that we have not seen the limit of what you can express with this language.

      How much control do you have over the visual side?

      Matt MacLaurin: You can control the lighting and the sky; terrain can be infinitely reshaped and sized; you can pick from (at least) dozens of terrain materials, and you can tint all the characters. A goal for us was that when you look at the loader with the thumbnails for all the different games, they all look different, and we've achieved that.

      That said, our palette is intentionally constrained because we did not want to tackle every tool in the game design chain in a deep way. This version is very much about programming, and if we tried to also make it about 3D modelling or emulating Photoshop, we would not achieve that clarity of focus, fluidity, and polish. Consider this your first 'box of bricks' - it's got millions of combinations, and you're going to want more. The other part is that we're part of a very major research laboratory and there is some very deep stuff kicking around the labs for other aspects of the tool chain, like 3D modelling. But that's a ways off.
      Go Noles!!! >>----->

      Comment

      • Flawless
        Bang-bang! Down-down!
        • Mar 2004
        • 16780

        #18
        Re: Don't Sleep on Xbox Live Community Games

        In celebration of the 10th episode of the XNA Roundup show on Youtube, Nick has decided to list of what he believes to be the Top 10 XNA Community Games currently available on the platform.

        It's a good list, and filled with almost all of the great games currently available on XNA Community Games. Miner Dig Deep wins the top spot, but personally the list is missing my two favorites - Blow and Carneyvale Showtime, both which I highly recommend.
        <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/NcirGnJv64w&color1=0xb1b1b1&color2=0xcfcfcf&hl=en& feature=player_embedded&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/NcirGnJv64w&color1=0xb1b1b1&color2=0xcfcfcf&hl=en& feature=player_embedded&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>
        Go Noles!!! >>----->

        Comment

        • Flawless
          Bang-bang! Down-down!
          • Mar 2004
          • 16780

          #19
          Re: Don't Sleep on Xbox Live Community Games

          <embed src='http://videomedia.ign.com/ev/ev.swf' flashvars='isStandAlone=true&highRes_ID=2797085&lo wRes_ID=2797086&object_ID=14310459&downloadURL=htt p://xboxlivemovies.ign.com/xboxlive/video/article/965/965996/kodu_spc_review_032409_flvlowwide.flv&allownetwork ing="all%"' type='application/x-shockwave-flash' width='433' height='360'></embed>
          Go Noles!!! >>----->

          Comment

          • goh
            Banned
            • Aug 2003
            • 20755

            #20
            Re: Don't Sleep on Xbox Live Community Games

            Clock 24/7 didn't make the top 10?

            Apprently Break One Out has been taken down after just one day.

            Comment

            • Pappy Knuckles
              LORDTHUNDERBIRD
              • Sep 2004
              • 15966

              #21
              Re: Don't Sleep on Xbox Live Community Games

              Originally posted by Flawless
              <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/NcirGnJv64w&color1=0xb1b1b1&color2=0xcfcfcf&hl=en& feature=player_embedded&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/NcirGnJv64w&color1=0xb1b1b1&color2=0xcfcfcf&hl=en& feature=player_embedded&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>
              Glad to see ZP2k9 and Zoomaroom on there. I'm gonna have to give that Miner Dig Deep a shot. I played the demo for about a minute because the digging seemed so slow. In the video it seemed a lot faster so I guess there are some upgrades.

              Comment

              • Flawless
                Bang-bang! Down-down!
                • Mar 2004
                • 16780

                #22
                Re: Don't Sleep on Xbox Live Community Games

                Supercow

                Creator: CTXM LTD
                Genre: Platformer
                Price: 400 Points



                <embed src="http://images.video.msn.com/flash/soapbox1_1.swf" width="432" height="364" id="p5u0ivov" type="application/x-shockwave-flash" allowFullScreen="true" allowScriptAccess="always" pluginspage="http://macromedia.com/go/getflashplayer" flashvars="c=v&v=ab40eaa5-85ac-4dc6-8c7b-81941ff4d5d2&ifs=true&fr=shared&mkt=en-US"></embed><noembed><a href="http://video.msn.com/?mkt=en-US&playlist=videoByUuids:uuids:ab40eaa5-85ac-4dc6-8c7b-81941ff4d5d2&showPlaylist=true&from=msnvideo" target="_new" title="Supercow gameplay">Video: Supercow gameplay</a></noembed>
                Go Noles!!! >>----->

                Comment

                • Flawless
                  Bang-bang! Down-down!
                  • Mar 2004
                  • 16780

                  #23
                  Re: Don't Sleep on Xbox Live Community Games

                  Binary Tweed: Clover release imminent

                  Binary Tweed has announced that its upcoming puzzle platformer, Clover, could arrive on the Xbox 360 Community Games service very soon. Managing director Daniel "Deejay" Jones notes that the game will hopefully be submitted to peer review over the weekend, meaning it could be available on Xbox Live "as early as next week."

                  Clover garnered some publicity recently when it ran over Microsoft's 150MB size limit for Community Games, forcing the developer to remove features like an unlockable art gallery. In an interview with Joystiq, Jones stated that he hoped Clover would help convince people that there are worthwhile games on the Community Games service.
                  Go Noles!!! >>----->

                  Comment

                  • Pappy Knuckles
                    LORDTHUNDERBIRD
                    • Sep 2004
                    • 15966

                    #24
                    Re: Don't Sleep on Xbox Live Community Games

                    Originally posted by Flawless
                    I was just about to post about this game. I bought it because the art style looked cool and not knowing much else. I've enjoyed the little bit I've played so far. I'll have to check out Supercow.

                    Comment

                    • Hooe
                      Hall Of Fame
                      • Aug 2002
                      • 21555

                      #25
                      Re: Don't Sleep on Xbox Live Community Games

                      The Kodu thing sounds really promising as a means for people outside of game programming to introduce themselves to the field.

                      Comment

                      • Flawless
                        Bang-bang! Down-down!
                        • Mar 2004
                        • 16780

                        #26
                        Re: Don't Sleep on Xbox Live Community Games

                        This looks awesome.

                        A Pre-Alpha build of Elysian Tail: Dust, created in XNA.

                        <object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/GumIlPK5hLM&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/GumIlPK5hLM&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>
                        Go Noles!!! >>----->

                        Comment

                        • Flawless
                          Bang-bang! Down-down!
                          • Mar 2004
                          • 16780

                          #27
                          Re: Don't Sleep on Xbox Live Community Games

                          Angry Barry

                          Angry Barry is a sidescrolling, political parody, 1-2 player 2D beat 'em up in the tradition of many classic arcade games. Take control of Barry as he tries to take over the Presidency of the United States!
                          <object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/FbT2Lfd0h4M&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/FbT2Lfd0h4M&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>


                          Go Noles!!! >>----->

                          Comment

                          • DXZeke
                            Straight Edge
                            • Feb 2003
                            • 2538

                            #28
                            Re: Don't Sleep on Xbox Live Community Games

                            Originally posted by Flawless
                            This looks awesome.

                            A Pre-Alpha build of Elysian Tail: Dust, created in XNA.
                            This looks truly awesome. Great artwork and animations for a side scrolling 2D beat'em up.
                            BeyondMediaOnline.com

                            Comment

                            • Pappy Knuckles
                              LORDTHUNDERBIRD
                              • Sep 2004
                              • 15966

                              #29
                              Re: Don't Sleep on Xbox Live Community Games

                              Originally posted by Flawless
                              This looks awesome.

                              A Pre-Alpha build of Elysian Tail: Dust, created in XNA.

                              <object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/GumIlPK5hLM&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/GumIlPK5hLM&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>
                              This reminds me of a sick version of Aladdin or something. I'll definitely be getting this.

                              Comment

                              • goh
                                Banned
                                • Aug 2003
                                • 20755

                                #30
                                Re: Don't Sleep on Xbox Live Community Games

                                Angry Barry was fun but it appears there's no way to get any health back and the pre-game message was very discouraging.

                                The mirror one seemed neat too but there wasn't enough time to see if it was actually good. Probably why these games don't sell very well.

                                Comment

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