Speaking for Microsoft at a seminar hosted by Assembly, an organization that sponsors seasonal festivals to promote education and networking events for game designers, Chad Z. Hower presented a demo of how to build a game on XNA, which used the Wii Remote as the controller. Hower’s demo was relatively basic, featuring only a simple stick figure to demonstrate the ease of the interface. While XNA can be used to develop software on the Xbox 360 platform, the console's lack of Bluetooth support, which the Wii Remote uses for communication, means that XNA programmers wanting to incorporate Wii Remote support into their games are limited to PC development.
The veracity of Nintendo’s claim to create a home console where the big idea can win out over the big budget is still up for debate, but few can now argue that the tools are out of reach for someone who wants to give it a try. Which leaves us with one question: anyone have any big ideas?
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Originally posted by: trip1eX
And who's going to use it on the pc? Also no sensor bar and who's going to use a makeshift one?
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Originally posted by: Ceric
As of now Windows is the only PC OS that I know with some support of the Wiimote.
Quotethey can't, simply because all the library does is interpret the information the Wiimote sends through Bluetooth... it's incredibly well written and documented by the way...
Originally posted by: Spak-Spang
Can we count the days until Nintendo gives Microsoft a Cease Order?
One...
Two...
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Originally posted by: BlkPaladin
You know it is accually good for the smaller developer who are looking into development for WiiWare. XNA is a realitivly simple development solution where you can create a game using C# and DirectX to make a demo to show to Nintendo. (Which is one of the things I talked with Nintendo about last year, and they wanted a demo of software before making any commitment.) And if it is programmed correctly all you have to do is take out the component (classes) that are set up to use DirectX and replace them with simular classes that use the for form of OpenGL that the Wii utilizes without messing with any of the code of the game itself (besides the declarations for the changed classes). And you have a working Wii game.
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Originally posted by: thatguy
If you're too small of a company or developer to buy a devkit, it makes a whole lot of sense.
Quotewell, we don't really know whether the Wii can be programmed in C#, but surely it can be in C++, and if you use OpenGL, you're mostly there...
Originally posted by: MegaByteQuote
Originally posted by: BlkPaladin
You know it is accually good for the smaller developer who are looking into development for WiiWare. XNA is a realitivly simple development solution where you can create a game using C# and DirectX to make a demo to show to Nintendo. (Which is one of the things I talked with Nintendo about last year, and they wanted a demo of software before making any commitment.) And if it is programmed correctly all you have to do is take out the component (classes) that are set up to use DirectX and replace them with simular classes that use the for form of OpenGL that the Wii utilizes without messing with any of the code of the game itself (besides the declarations for the changed classes). And you have a working Wii game.
This doesn't make a lot of sense. If you were going to go through all that trouble, why not write it in the native language to begin with? It might make more sense if C# was actually usable on Wii. I mean, yes, you might be able to make a demo easier, but you'd have to start mostly from scratch to port it to Wii.