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  #1  
Old 27th March 2011, 08:20 PM
Icy729 Icy729 is offline
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Question Banjo Unity XNA

Okay I've been wondering when Banjo Unity is done is it possible to port into a XNA game and make it so you could play it on the Xbox 360?
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  #2  
Old 27th March 2011, 09:08 PM
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Quote:
Originally Posted by Skill
Banjo Unity is running on top of the unity engine. It was originally being built in XNA but it proved to be to difficult for me to accomplish and ended with only a very small test level.

It currently works using only a keyboard but i would like to add support for an Xbox 360 controller at some stage.
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  #3  
Old 27th March 2011, 09:09 PM
Yellow Kazooie Yellow Kazooie is offline
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the resolution of the game is too low for a TV, I think.

But I guess it would be possible
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  #4  
Old 27th March 2011, 09:10 PM
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Quote:
Originally Posted by YellowKazooie View Post
the resolution of the game is too low for a TV, I think.

But I guess it would be possible
Possible, but I doubt Skill would be willing to do it.
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  #5  
Old 27th March 2011, 09:13 PM
Yellow Kazooie Yellow Kazooie is offline
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Possible, but I doubt Skill would be willing to do it.
Maybe somebody else could do it?
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  #6  
Old 27th March 2011, 11:36 PM
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But how would they distribute it?
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  #7  
Old 28th March 2011, 04:31 AM
Skill Skill is offline
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Just a heads up for people not on RWC, I don't actually work on unity anymore. I now work on Mumbo's Wand.

sp_media and Torrentstorm have the unity source now and I *think* they are working on it.

XNA's issue for me is that its difficult to get collision detection to actually work well and Tri-Tri Collision is very difficult to get working, if someone on here or rwc was able to set up oct trees or quad trees then they could do it. Its not that its impossible its just a lot longer in terms of development time and the difficulty level is higher.

Last edited by Skill; 28th March 2011 at 04:41 AM.
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  #8  
Old 29th March 2011, 01:11 AM
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Not to mention the number of people with the capability and licensing to move XNA games to the Xbox is low.
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  #9  
Old 29th March 2011, 01:14 AM
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Quote:
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Not to mention the number of people with the capability and licensing to move XNA games to the Xbox is low.
Well I used to have a membership and am able to renew it shortly.
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  #10  
Old 29th March 2011, 06:08 PM
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Grey Jinjo Grey Jinjo is offline
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Quote:
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Well I used to have a membership and am able to renew it shortly.
You and three other people. I don't think an XNA/Xbox release is viable grand-scale.
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  #11  
Old 29th March 2011, 06:15 PM
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What's XNA?
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  #12  
Old 30th March 2011, 12:18 PM
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xxjoesusxx xxjoesusxx is offline
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Quote:
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You and three other people. I don't think an XNA/Xbox release is viable grand-scale.
There are a lot of people with XNA accounts, it's a very popular service.
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  #13  
Old 30th March 2011, 06:57 PM
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No. .
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  #14  
Old 30th March 2011, 11:20 PM
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Grey Jinjo Grey Jinjo is offline
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One, you can't upload a Banjo game to the indie channel.

Two, we're not talking about people that can download Indie games. We're talking about people who can play freely distributed XNA games on their Xbox. It's a paid service. Even if 5,000 people are subscribed as XNA developers, that is still 1 in 10,000 Xbox owners. Furthermore, most of those people AREN'T on the RWP and don't care about Banjo.

The reverse is more important. Most of the Banjo fanbase who would want to play the game don't have the service.

I maintain it isn't a viable option unless you want five tops RWPeople to play it.
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  #15  
Old 31st March 2011, 12:05 AM
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Lugbzurg Lugbzurg is offline
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So, It's very unlikely we're going to play Banjo-Unity on XNA. Is there any need to continue?

I just want to play something more than that Christmas demo with nothing more than the first room of Gruntilda's lair (as far as you could get in Banjo-Tooie) and an Ice Key chamber that mocks you!
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