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Showing results for tags 'xbox'.
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I've been having some fun playing around with Xbox One HTML5 game development the last few days. Is anyone else doing this? I thought I'd share what I've experienced so far. * Setting up my retail xbox as a dev kit was not too bad. Following the online docs rather than the on-xbox prompts worked better. I already had a windows developer account. * I've signed up for the Xbox Creators Program, but that hasn't mattered so far - I think it'll only matter if (A) I want to access more xbox-specific APIs, and (B) if I want to release a game in the Xbox store. * Making a universal windows app out of an existing HTML5 project was OK - The way I like to arrange things means I have to wrestle with VS2017 a bit to keep it from thinking it is in charge of my project from now on, but actually getting the game running is straightforward. I found this to be true with Win8/Win10 html5 development as well. * With Windows app development these days, HTML5 and Javascript are first-class citizens. I can do anything I've needed to do, including all the regular HTML5 stuff I'm used to (fancy canvas stuff, gamepadAPI, etc.) as well as system-specific things like user account info. * After setting up the project, the process of launching on Xbox One was a little fiddly and flaky, but it's working well now. My game runs, displays everything correctly... * The development setup is actually pretty slick. You can point a browser at your newly enabled dev kit and get performance charts, memory usage, screen captures, etc. (It's a little inconsistent and not always functional, but when it works, it's neat). * I followed some documented instructions for turning off (in code) overscan and scaling, which was not as easy as expected (some API object names have different upper/lower case than documented), and I can run at 1920x1080. * I'm running at 60fps normally, though I found some cpu-intensive calculations slowed the system down to 10fps at one point. Everything looks smooth, though I'm suspicious of a tiny little hitch in one evaluation I did that seemed like it might be a regular garbage collection issue I used to see in some other Xbox-related work I did a while back. * I'm doing all this work in a custom engine of mine, and most of my engine is working great on the Xbox, including a ton of custom canvas stuff, audio, gamepadAPI, some server interaction with POST calls, and pretty much everything I expected to work. It's very much like an Edge-hosted web page, with some extra APIs. I'd love to compare notes with anyone else doing this! Lots more info on various pages connected to this page: https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/getting-started
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Hi guys, I need someone with a ID@Xbox account to test my new Toolkit Verson 3.2 ... Built-in Xbox Live Toolchain... I have tested all the parts of using the Xbox Live WinRT SDK right from your typescript or Javascript Babylon Toolkit project using creators account. if anyone out the has a full id@xbox and is willing to help finalize the Xbox Live support for the Toolkit... please contact me
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Hello, I'm developing a relaxing puzzle game, featured by a pleasant aesthetics. SCREENSHOTS You can read more about ERMO on the announcement post. DOWNLOAD Actually, ERMO is in beta status, and you can download it from Google Play | Windows Store | Apple Store. WEB VERSION You can play a mini web version on the Game Page. FOLLOW US Send us any commend and advice. Help us to make a better game. Facebook | Twitter | Web
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Very interesting announcement from Microsoft today about opening up Xbox Live to indie games. What is required to get Phaser on the list of supported engines? https://channel9.msdn.com/coding4fun/blog/Xbox-Creators-Create
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I've been experimenting with using an Xbox One controller to play my game and while it works fine in Chrome, I noticed justPressed wasn't working on Edge (Haven't tried other methods). I'm trying to run my game on my Xbox but I can usually only press one button before anymore input stops registering. As I mentioned, if I test my game on Chrome on a desktop with the controller, things work fine. I didn't notice any obvious errors in the console either.
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Hello developers! I have a very urgent project running for a customer und target platform is Xbox One aswell. Its a website that you should be able to look on in the Xbox One's Edge Browser aswell. Now my problem: The Xbox One disables the mouse cursor on my site and show me a notification, that it (the mouse cursor) has been automatically disabled. Now I can't use my website (which is basically a big phaser driven canvas). Question: How can I reenable my mouse? Can it be done using javascript? A response would be very kind as I am out of ideas. Thank you! Chris
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Hello everyone !!!! I got the Xbox controller to work on my game but I cant make the RT button work. Is there any way to do that?