ID:181612
 
Project Name: A XNA Team

Description: Want to go beyond BYOND? Got any talent in C# and stuff? Join us.

Project Goal: Make a complete game.

Skills Needed: Skills in C# and/or Graphic Design.

Compensation: Known in XNA.

Team Members (Optional): Dale, Richard, Tyler

Previous Work (Optional): None

Contact Information: [email protected]
C# can be decompiled easily, why work on something, what can be stolen by anyone?
In response to Ripiz
Well, you can sell XNA games on the 360 (as a community game or whatever they call it). The main reason why people use XNA (which Microsoft developed so people can do that)
In response to Ripiz
Because you can sell the game and actually get the money to take the steal-er to court.
In response to GhostAnime
Most indie arcade games don't sell at all and there's a $100 annual fee to use the 360 dev tools.
In response to SuperAntx
100$ per year. If you make a good game, it'll sell. Around 4$ per game IIRC.
In response to Moonlight Memento
I beleive they do sell, at least a bit, or no one would make them. Personally, I usually browse the Indie games when I only have a couple hundred MS points left over after I used them on what I bought the card on, probably one indie game every month or two.
In response to GhostAnime
You'll spend months or years before it's ready for sell, at it'll cost few bucks. Doubt it's worth it, when anytime, anyone can steal your project. Also someone mentioned 360 dev tools cost, I'm not sure about that...

C++ is better in all things =) Except one.. It's harder =p
In response to Ripiz
Any language is easily decompiled. By your logic, why program? Who cares if it's stolen? You're not working with BYOND or something like that, if it's stolen you can sue.
In response to Moonlight Memento
If you're working on BYOND stuff you can sue.

And actually, decompiling isn't terribly easy for compiled languages. Most of the bytecode languages - Java, C#, whatever - the bytecode is easier to convert back into higher level constructs - it's for a virtual machine, so it can be more idealised. The bytecode doesn't have to address all the nitty details of a real machine.

Trying to decompile a binary into a C or C++ program still can't be done automatically, AFAIK.
Please take a moment to consider the PopLava route. If all goes as planned, it will lead to things such as XNA but our chances of success will be much higher if we build up to it.

I'm fluent in C# and extremely interested in publishing games through XNA. I have the necessary funding to support those efforts as well. However, the PopLava vision feels like the right path.

PopLava

I completely understand if you have other plans though. I figured I would throw this out there. If not, I'd like to keep tabs of your XNA efforts and learn from you if I can.

ts
In response to Jp
Jp wrote:
Trying to decompile a binary into a C or C++ program still can't be done automatically, AFAIK.

Which is why you use a disassembler and devote most of your free time trying to add Super Saiyan Naruto to the stolen game.
In response to Moonlight Memento
Moonlight Memento wrote:
Any language is easily decompiled. By your logic, why program? Who cares if it's stolen? You're not working with BYOND or something like that, if it's stolen you can sue.

.NET languages can be easily decompiled. It's easy to find free software for that, and it can decompile your C# application into C# source, VB source, Delphi.net source, and any other .NET source, as they all very similar.

It's nearly impossible to find free software (or even paid) to decompile BYOND exutables.

C++ can only be decompiled into ASM, but not the code, it's not automated process, and no one would really mess with decompiling (unless it's World War 3 and some secret data), would be easier to make own stuff from scratch, and faster.
In response to Jotdaniel
I'm guessing OP just died?
He hasn't replied since the first post, and my MSN invite hasn't been accepted yet. (3 days?)

Whatever-- anyways. I have an XNA Membership and use it whenever I get the chance. I've been toying with C# since I was 13, and I personally think it was a great choice. However, I still do believe C++ would have been a better choice.

@Dale
If you need a membership, I can help you out there. I'm also a C# programmer.
In response to Tsfreaks
Tsfreaks wrote:
PopLava

I read the whole post and I still have no idea what PopLava is... :/
In response to Kuraudo
heh... *sigh*

I'll work on it...

ts
In response to Kuraudo
Kuraudo wrote:
Tsfreaks wrote:
PopLava

I read the whole post and I still have no idea what PopLava is... :/

It looks like some kind of Byond-based programming collaborative whereby contributors are handed off portions of projects between one another for completion. There appears to be a detour into non-Byond programming (C languages, etc.) which is structured to inevitably lead back into Byond to benefit it.

It looks like the group not only contains programmers but artists and other content makers as well as people tasked with research and advertisement of the things this group produces. The projects look to be a mix of things both small and large which will be sold to fund future projects in turn.

Having done some time with taskflow-based administrative work, I can assume that PopLava Manager is some sort of programmer/developer tool to trade files and information and that the PopLava Vision diagram you see on tsfreaks blog is a GUI of projects available to a particular group member (for which only certain members are alloted access to info about certain projects?). Moreover, this allows the group to see the progress of current projects.

Am I close? If you ever need a summarizer, tsfreaks, lemme know. Plus I foresee a 0.2% chance of something like this happening. :P
In response to EGUY
Well, it certainly was an impressive shot at explaining but above all, its actually helping me see where the biggest guess-gaps are.

The "PopLava Project Manager" is simply a Project Manager (Task Manager) tool designed specifically for BYOND devs using BYOND as the platform.

The remaining projects down the middle are just more tools to support game development on BYOND. We will hopefully have a number of people who are helping to build those projects.

As we progress, the projects will become more about games and expansion.

I'm just trying to make it so people can work together easier.

ts


In response to SuperAntx
SuperAntx wrote:
Most indie arcade games don't sell at all and there's a $100 annual fee to use the 360 dev tools.

This is true, but I just wanted to mention that one of the indie games (Castle Crashers) is probably one of the best games on the 360. It was like $6 when the guys in my dorm bought it and I imagine it sold really well---at least more than the 16.6 copies it would take to make up the $100 fee.

The only thing that saddened me about Castle Crashers was that it was too short. And I don't know if it would've been so enjoyable without having 3 other guys to play with. Mainly, just too short. :(