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		<title>Taking Screenshots of Your Xbox 360 Game</title>
		<link>http://jagbot.wordpress.com/2008/12/02/taking-screenshots-of-your-xbox-360-game/</link>
		<comments>http://jagbot.wordpress.com/2008/12/02/taking-screenshots-of-your-xbox-360-game/#comments</comments>
		<pubDate>Wed, 03 Dec 2008 00:01:10 +0000</pubDate>
		<dc:creator>jagglestein</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[If you&#8217;re planning on making an Xbox 360 game, you&#8217;re required to have at least one screenshot. It also happens to be what gamers will look at when deciding whether or not they should even try your game. I&#8217;ve seen a lot of other methods for taking screenshots out there, but this one will capture [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jagbot.wordpress.com&amp;blog=5627846&amp;post=52&amp;subd=jagbot&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re planning on making an Xbox 360 game, you&#8217;re required to have at least one screenshot. It also happens to be what gamers will look at when deciding whether or not they should even <em>try</em> your game. I&#8217;ve seen a lot of other methods for taking screenshots out there, but this one will capture what shows up on your Xbox 360 (not PC), and requires absolutely no code (except for your game, of course).<br />
<span id="more-52"></span><br />
If you don&#8217;t already know how to get your game up and running on your Xbox 360, here&#8217;s the quick and dirty explanation. Right click the Xbox 360 version of your game and select <em>Debug</em>. Once your game is playing, figure out what you want to take a screenshot of. One great thing about this method is that you can capture multiplayer gaming without writing code to fake it on your PC.</p>
<p>In Visual C#, select <em>Launch XNA Game Studio Device Center</em> from the <em>Tools</em> menu as pictured below.</p>
<p><a href="http://jagbot.files.wordpress.com/2008/12/screenshot01.png"><img class="aligncenter size-full wp-image-53" title="screenshot01" src="http://jagbot.files.wordpress.com/2008/12/screenshot01.png" alt="screenshot01" width="605" height="156" /></a></p>
<p>In the window that pops up, right click your Xbox and select <em>Take Screen Capture</em>.</p>
<p><a href="http://jagbot.files.wordpress.com/2008/12/screenshot02.png"><img class="aligncenter size-full wp-image-54" title="screenshot02" src="http://jagbot.files.wordpress.com/2008/12/screenshot02.png" alt="screenshot02" width="443" height="381" /></a></p>
<p>The screenshot will be taken as soon as you hit this button, but it takes a couple of seconds to finish capturing. So this method can capture moments quite precisely, but don&#8217;t expect to be taking a rapid-fire series of screenshots. The files will be saved under your Xbox&#8217;s name followed by a number. The dimensions will depend on what your Xbox is set to and the format will be PNG. So in this case, we&#8217;ve saved Glitter Puff-1.png, shown below (which is from my community game, <a href="http://jagbot.wordpress.com/about" target="_self">Arriba!</a>)</p>
<p style="text-align:center;"><a href="http://jagbot.files.wordpress.com/2008/12/glitter-puff-3.png"></a></p>
<div id="attachment_56" class="wp-caption aligncenter" style="width: 310px"><a href="http://jagbot.files.wordpress.com/2008/12/glitter-puff-2.png"><img class="size-medium wp-image-56" title="click to enlarge" src="http://jagbot.files.wordpress.com/2008/12/glitter-puff-2.png?w=300&#038;h=168" alt="Screenshot of Arriba! Click to enlarge." width="300" height="168" /></a><p class="wp-caption-text">Screenshot of Arriba!</p></div>
<p>If you&#8217;re using these screenshots for your game submission, you&#8217;ll need to scale these shots down to 1000 x 562 and save them as JPEG in an image editor. If your Xbox is set to 720p (1280 x 720), the aspect ratio won&#8217;t change. Microsoft Paint is likely already on your computer, and can usually be found under <em>Start &gt; Programs &gt; Accessories</em> (or something similar). You can also download Gimp, which is free, has more features, but is a little bulkier.</p>
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		<title>The Review Process for Community Games</title>
		<link>http://jagbot.wordpress.com/2008/12/02/the-review-process-for-community-games/</link>
		<comments>http://jagbot.wordpress.com/2008/12/02/the-review-process-for-community-games/#comments</comments>
		<pubDate>Tue, 02 Dec 2008 22:17:57 +0000</pubDate>
		<dc:creator>jagglestein</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jagbot.wordpress.com/?p=46</guid>
		<description><![CDATA[If you&#8217;ve submitted a game as a release (see Submitting an Xbox Game), it will automatically be posted on the Xbox Marketplace once you receive an undisclosed number of favourable reviews. Other developers will need their games reviewed as well, so it&#8217;s good practice to review their games while yours is up for review. Consider [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jagbot.wordpress.com&amp;blog=5627846&amp;post=46&amp;subd=jagbot&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;ve submitted a game as a release (see <a href="http://jagbot.wordpress.com/2008/11/28/my-game-is-complete-now-what/" target="_self">Submitting an Xbox Game</a>), it will automatically be posted on the Xbox Marketplace once you receive an undisclosed number of favourable reviews. Other developers will need their games reviewed as well, so it&#8217;s good practice to review their games while yours is up for review. Consider it something to do while you&#8217;re sitting on your hands, waiting for approval of your game.</p>
<p>I will detail the process of reviewing a game here, and throw in some notes from my own experience both reviewing and waiting for approval of<a href="http://jagbot.wordpress.com/about" target="_self"> my game</a>. If you&#8217;re curious about how to get your game approved faster, what might lead to a rejection, or what to look for when reviewing games, read on.</p>
<p><span id="more-46"></span></p>
<h2>Getting Started</h2>
<p>You&#8217;re going to need a Creators Club membership, and both a PC and an Xbox 360 hooked up to your local network. If you&#8217;re not sure how to do any of these things, feel free to leave a question for me in the comments section. Playtesting works exactly the same, except you download the game from a different location.</p>
<h2>Step 1 &#8211; Connecting Your Xbox and PC</h2>
<p>If you&#8217;ve tested your game on the Xbox, you&#8217;ve already done this and can probably skip to the next step. Otherwise, we&#8217;ll start by setting up your Xbox. From the dashboard, select <em>Game Marketplace &gt; All Games &gt; Browse &gt; X &gt; XNA Creators Club</em>. On the second blade, you can download <em>XNA Game Studio Connect</em>. Once downloaded you can run it from here, or you can find it under <em>My Xbox &gt; Game Library &gt; Community Games</em> at any time. Running XNA Game Studio Connect will take you to a screen featuring a 25 character key, which it asks you to enter into XNA Game Studio. Leave this screen open and switch to your PC.</p>
<p>Open up Visual C# and click <em>Tools &gt; XNA Game Studio Connect</em>. Then choose Xbox 360 from the next menu. Give your Xbox a name and then you will be asked to enter the 25 character code we generated on the Xbox earlier. Once you&#8217;ve followed the prompts and clicked <em>Finish</em>, your Xbox&#8217;s name should appear on your tv screen, along with the words &#8220;Waiting for computer connection&#8221;. This is what you will see anytime in the future when you open up <em>XNA Game Studio Connect</em> on your Xbox. We&#8217;re done with this for now, but keep in mind that you&#8217;re going to have to play <em>XNA Game Studio Connect</em> on your Xbox whenever you want to put something from your PC to your Xbox (in this case it will be a copy of a reviewable game).</p>
<h2>Step 2 &#8211; Downloading and Playing a Game for Review</h2>
<p>For games that are ready to be released, head to the <a href="http://creators.xna.com/" target="_blank">creators club website</a>, and select <em>review game</em> from the <em>Games</em> drop-down menu at the top of the screen. Browse the list of games that appears, and click the title of any game that says it&#8217;s <em>In Review</em>. Click <em>review this game.</em> Then click the <em>Download</em> button to download a .ccgame file.</p>
<p>If you&#8217;re looking to playtest a game, click <em>forums</em> in the top right of the creators club website. Then scroll all the way down to the bottom and choose the <em>Playtest Feedback</em> forum. The threads in there will have links to their games and a place to post feedback. Playtests are definitely a more rewarding type of review. Developers are more likely to listen to feedback and incorporate major changes in their game. I highly recommend participating. There is no formal reviewing done for play tests, just posting your opinions on this thread.</p>
<p>When you&#8217;re ready to play the game, make sure your Xbox is turned on and XNA Game Studio Connect is displaying the &#8220;waiting for computer connection&#8221; screen. Double-click the .ccgame on your PC, then select <em>Unpack</em>, and it will deploy to the Xbox 360. Once this process is complete, you&#8217;re done with your PC. On the Xbox, go to <em>My Xbox &gt; Game Library. </em>The game will be under your Recent Games on the first blade here. If not, you can always find it under Community Games on the second blade. Now the fun part, playing the game!</p>
<h3>Important Notes About Reviews:</h3>
<p>When playing a game that&#8217;s being peer reviewed for release (as opposed to playtest), you&#8217;re checking for bugs that make the game unplayable. The wording in the review form implies that you&#8217;re only looking for crashes, but popular opinion is that you can reject a game for being unplayable even though it&#8217;s not crashing. An example of this would be rejecting a game that used text too small to read for critical game information, like the instructions for a complicated game. You&#8217;re also checking for prohibited content, and that the creator&#8217;s ratings, game description and promotional art accurately represent what you&#8217;ve played. You won&#8217;t have to memorize any ratings information. What each number means is described thoroughly, along with the creator&#8217;s ratings when you get to this part of the review page.</p>
<p>If your game requires peripherals, like chatpads or guitar controllers, you will likely have a slower road to approval. This is because there&#8217;s a limited number of creators that have these items. The same goes for having non-English language content. They will still get through if they&#8217;re in working order, so don&#8217;t be scared to put these things in your game. If you&#8217;re a reviewer, and have peripherals or speak a foreign language, you&#8217;re really valuable to the community so make an effort to review and playtest the games that need you most.</p>
<h2>Step 3 &#8211; Submitting Your Review (for releases only, not playtests)</h2>
<p>Once you&#8217;ve decided to approve (or reject) a game, return to the same page you downloaded the game from (see the first paragraph of Step 2).Instead of downloading the game, you&#8217;re going to scroll to the bottom of the screen and check the box that says <em>I have downloaded and played this game and reviewed the content on this page. </em>Clicking the <em>Next</em> button on the bottom right will take you into the review form.</p>
<p>There are 3, self-explanatory pages that follow. The first is for game defects and prohibited content. The second is for the rating system that community games use. and The last is a summary of what you filled in as well as what languages you&#8217;ve reviewed the game in. If your profile doesn&#8217;t say you speak a particular language, then you will not be given the option to say you&#8217;ve reviewed the game in that language. Then you&#8217;re done. If you want to leave a message for the creator, then click <em>game forum thread</em> on the next page.</p>
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		<title>My game is complete! Now what?</title>
		<link>http://jagbot.wordpress.com/2008/11/28/my-game-is-complete-now-what/</link>
		<comments>http://jagbot.wordpress.com/2008/11/28/my-game-is-complete-now-what/#comments</comments>
		<pubDate>Sat, 29 Nov 2008 05:42:10 +0000</pubDate>
		<dc:creator>jagglestein</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jagbot.wordpress.com/?p=6</guid>
		<description><![CDATA[For my first real post, I&#8217;ve decided to focus on the end of the development process. It&#8217;s the freshest in my mind, and a ton of developers have had a bumpy ride. Consider this both a how-to manual as well as an opinion piece. It should be useful whether you&#8217;re new to submitting or have [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jagbot.wordpress.com&amp;blog=5627846&amp;post=6&amp;subd=jagbot&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>For my first real post, I&#8217;ve decided to focus on the end of the development process. It&#8217;s the freshest in my mind, and a ton of developers have had a bumpy ride. Consider this both a how-to manual as well as an opinion piece. It should be useful whether you&#8217;re new to submitting or have some experience.</p>
<p>What you&#8217;re going to need to submit your game:</p>
<ol>
<li><strong>Your game! </strong>Whether your game is complete or not, you&#8217;ll need to package in the .ccgame format, as I&#8217;ll explain below. The maximum size for a community game is 150 Mb.</li>
<li><strong>Promotional Art</strong>: in order to submit your game, you MUST have at least 3 images, so prepare these in advance or you&#8217;re going to be less than happy. They also must be in JPEG format and have size requirements as follows:
<ul>
<li><span style="text-decoration:underline;"><em>Thumbnail:</em></span><strong> </strong>a 64 x 64 icon that will appear next to your game once it&#8217;s been downloaded. Maximum size: 16 Kb.</li>
<li><span style="text-decoration:underline;"><em>Box Art:</em></span> when browsing through community games, users will see this 584&#215;700 image of your game. Maximum size: 390 Kb.</li>
<li><span style="text-decoration:underline;"><em>Screenshots:</em></span> you are required to have at least one, but no more than four 1000&#215;562 screenshots of your game. This will appear if a user is interested in your box art and wants to see more, or wishes to see more after their trial of your game expires (trial mode is currently limited to 4 minutes). Maximum size: 150 Kb.</li>
</ul>
</li>
<li><strong>A Creator&#8217;s Club Membership:</strong> these cost $49 USD for 4 months, or $99 for a year. The membership requires a Windows LIVE ID and an XBOX 360 gamertag, both of which are free. You can find exactly what you need at the <a href="http://creators.xna.com/en-US/membership" target="_blank">creators club website</a>.</li>
</ol>
<p><span id="more-6"></span></p>
<h1>Packaging Your Game</h1>
<p>Once your game is complete, you&#8217;ll need to package an Xbox 360 version of your game into a .ccgame file.</p>
<p>If your game only exists as a Windows game (as noted by the windows icon next to your game), simply right-click it and select <em>Create Copy of Project for Xbox 360</em> .  Most code will run properly in the copy, but make sure that your inputs use the game pad, not just the keyboard.<br />
<a href="http://jagbot.files.wordpress.com/2008/11/yourgame012.png"><img class="aligncenter size-full wp-image-22" title="yourgame012" src="http://jagbot.files.wordpress.com/2008/11/yourgame012.png" alt="yourgame012" width="276" height="291" /></a><br />
Next, right click the Xbox 360 version of your game and select <em>Package as XNA Creators Club Game</em> .  Once this is complete, you&#8217;re going to need to find your file. I recommend using the search tool in the start menu to look for &#8220;*.ccgame&#8221; (without the quotes). Put this file somewhere that  you can easily find it.</p>
<h1>Submitting Your Games</h1>
<h2>Step 1: Add Project</h2>
<p>Now that you&#8217;ve got your game in hand, it&#8217;s time to head over to creators.xna.com. From the menu at the top of the page, place your mouse over <em>Games, </em>and select <em>submit game</em> from the drop down menu that appears.<br />
<a href="http://jagbot.files.wordpress.com/2008/11/submitting011.png"><img class="size-full wp-image-17 aligncenter" title="submitting011" src="http://jagbot.files.wordpress.com/2008/11/submitting011.png" alt="submitting011" width="254" height="154" /></a><br />
After you&#8217;ve logged in, you&#8217;ll need to click the <em>Add Project</em> button on the next screen. You&#8217;ll then be prompted to enter a name for your project. This name is for your use only, and will not be the title of your game when anyone else plays it. Next, click the Add Game button and you&#8217;ll be taken to a new screen.</p>
<h2>Step 2: Game Information</h2>
<p>On this screen, there&#8217;s a lot of information to enter so we&#8217;ll go through it step-by-step</p>
<ol>
<li><strong>Game genre:</strong> This is pretty straightforward, just select the best fit you can.</li>
<li><strong>Gameplay capabilities:</strong> Fill in the number of players that can play locally, via system link, and cooperatively. If you don&#8217;t support the latter two modes, then don&#8217;t check those boxes. For Maximum HDTV Mode, select the highest resolution your game plays in, not including any scaling up done by the Xbox. As a side note here, I&#8217;d recommend making your game in 720p if you want it playable in a variety of resolutions. Check the Custom Soundtrack box if you use MediaPlayer.Play to allow users to play their own music in your game.</li>
<li><strong>Xbox Live capabilities:</strong> A shortened version of step 2, but for matches played over Xbox Live. If your game doesn&#8217;t feature networking, don&#8217;t check the boxes. Currently, it is difficult to find people to test community games over Live, so if you have an internet connection and a community games subscription, be a champ and try and find games up for playtest or review that need you.</li>
<li><strong>Game descriptions:</strong> This is the text that will appear in the Xbox Marketplace when people are looking at your game. It&#8217;s one of the few things people will see when deciding whether or not to download your game, so it&#8217;s worth spending some time on and getting input from others. If you enter a description for more than one language, you&#8217;ll need to select one as the default. This kind of localization is a nice perk for gamers that prefer to read in other languages, but it does have one minor drawback. We&#8217;ll get to that in a later step.</li>
<li><strong>Classification:</strong> This is the most well explained section of the submission process. If you mouse over any particular rating, there will be a thorough explanation provided. Keep in mind that these aren&#8217;t restrictions. Having a maxed out violence rating for instance, won&#8217;t make it harder for you to pass the review stage. The only thing reviewers are supposed to be looking for is that you&#8217;ve given it an accurate rating. Note, however, that there IS <a title="Prohibited Content" href="http://jagbot.files.wordpress.com/2008/12/prohibitedcontent.png" target="_blank">prohibited content</a> as well.  I didn&#8217;t find anything particularly restrictive or controversial. But it&#8217;s somewhat interesting that swastikas are not allowed. No Wolfenstein clones allowed, I suppose.</li>
<li><strong>Media:</strong> This is where you&#8217;ll need your promotional art. If you don&#8217;t have it, you won&#8217;t be able to submit until you do. Since the maximum file sizes aren&#8217;t listed in this part of the submission, I&#8217;ll relist the size and format requirements here (for examples from Arriba!, <a href="http://jagbot.wordpress.com/about" target="_self">see the about page</a>):
<ul>
<li><span style="text-decoration:underline;"><em>Thumbnail:</em></span> 64 x 64 pixels, JPEG format, no larger than 16 Kb.</li>
<li><span style="text-decoration:underline;"><em>Box Art:</em></span> 584 x 700 pixels, JPEG format, no larger than 390 Kb.</li>
<li><span style="text-decoration:underline;"><em>Screenshot(s):</em></span> 1000 x 562 pixels, JPEG format, no larger than 150 Kb. No more than 4 allowed.</li>
</ul>
<p>Notice that the box art can be your highest quality image (due to its large file size allowance). This will be the first, and possibly only, piece of your game that will be seen by visitors to the community channel. It&#8217;s the most important piece of promotional art you have, so spend more time on the box art than the rest of your promotional art. I can&#8217;t say that I&#8217;ve followed my own advice, but if you&#8217;re looking for examples, check the About page to see the promotional art for my game, Arriba!</p>
<p>There is an option to add an MSN Soapbox video as well. This will mainly be seen by other Creators Club members. While it <em>might </em>speed up how quickly your game gets reviewed, I would say that this is the least important part of promoting your game. Unless you plan on using the video for promoting your game via the web, or have a lot of spare time, I&#8217;d avoid this altogether. If you have your own reasons for wanting to make a video, I&#8217;m not going to judge you.</li>
</ol>
<p>Click done, and your images will be uploaded. If there are any errors, there will be red error messages next to the fields that need to be corrected. These messages are pretty informative, so you shouldn&#8217;t have any trouble. On to the last step!</p>
<h2>Step 3: Playtest and Game Release</h2>
<p>This is it, the final page. We&#8217;ll go through each entry just like before.</p>
<ol>
<li><strong>Game Information:</strong> This is a summary of your game information. The <em>edit game information</em> link in the bottom right will take you back to Step 2 if you need to make any changes.</li>
<li><strong>Game Binary:</strong> Use the <em>upload new game binary</em> link in the bottom right to find that .ccgame file that we made before we started. The maximum size for this file is 150 Mb. I hope you left it somewhere easy to find. It may not seem like a problem now, but when you have multiple .ccgame files floating around for the same game, it can be tricky to make sure you have the right one.  You&#8217;ll also be given the statement &#8220;this game package is localized into the following languages&#8221;, followed by checkboxes for various languages. <em>If your game has any content in those languages, check those boxes.</em> I made the mistake of assuming it meant &#8220;is there a version of this game that is made for people that speak the following languages&#8221;, like Mass Effect. All that checking the box will do is allow people that speak that language to say &#8216;I reviewed this game in English and Spanish&#8217;, or whatever languages they speak.</li>
<li><strong>Game Suggested Retail Price:</strong> All games have to be priced in MicroSoft Points, and all payments to creators are made in USD. If your game is above 50 Mb, it can be priced at either 400 or 800 MS Points. If it&#8217;s under 50 Mb, you can also choose to price it at 200 points. The conversion between USD and MS Points is $1.25 to 100. So the real price points allowed for community games are: $2.50, $5.00, and $10.00 US.</li>
<li><strong>Countries:</strong> When you&#8217;re releasing your game, you can make it available in up to 6 countries (Canada, U.S.A, Great Britain, Spain, Italy, and France). <em>It will take the same amount of time no matter how many countries you choose</em>, so it&#8217;s usually a good idea to select all of them.</li>
<li><strong>Forum Comments:</strong> When you put a game up for playtest or review (I&#8217;ll explain the difference in step 6), a thread will automatically be generated for your game. The first post will feature a small version of your box art, game title, game description, and whatever you enter in this box. If there&#8217;s a particular aspect of the game you want people to test, or something like that, this is the place to mention it.</li>
<li><strong>Playtest or Release? </strong>If you don&#8217;t think your game is ready to sell in it&#8217;s exact current state, select playtest. This will allow Creators Club members to download and test your incomplete game. How incomplete is too incomplete to submit? There isn&#8217;t any rule on this, but my opinion is to put your game in playtest as early as possible and resubmit it as often as possible. There&#8217;s a lot of valuable feedback that you&#8217;ll get and <em>it will make your game better</em>.</li>
<p>The release option is what you should select if you&#8217;re prepared to put your game on the Xbox Marketplace without a single change. This means, no new game modes, no bug fixes, not even a change in your game&#8217;s description. Creators club members will be able to download your game and review it. They can only reject your game if it has bugs which make the game unplayable, usually by crashing, or if the game has any <a title="Prohibited Content" href="http://jagbot.files.wordpress.com/2008/12/prohibitedcontent.png" target="_blank">prohibited content</a>. At this stage, they aren&#8217;t supposed to check if your game works as intended, or that it&#8217;s as fun as you had hoped. Once you get a sufficient number of positive reviews (this number isn&#8217;t disclosed by Microsoft), your game will automatically be posted on the Marketplace.</p>
<p>During the initial wave of submissions, many games (mine included) were prematurely submitted as releases rather than playtests. I can&#8217;t speak for everyone, but I know that for myself, trying to hit opening day for the Community Games Channel was definitely a motivating factor in this regard. In the long run, most, if not all, of these games took longer to be approved. If your game is rejected, you have to fix it, resubmit it, and your positive review count is reset to zero. The people who did give you positive reviews may not re-review your game. Sometimes this is because they think they&#8217;ve already reviewed it, and sometimes it&#8217;s because they don&#8217;t want to spend time pushing your game towards approval, if they think you&#8217;re going to have to repost it again, nullifying their positive review. In short, it&#8217;s faster, and better for your game if you release your game in playtest first.</p>
<p>Good luck with your submission. Feel free to comment if you have questions, comments or suggestions.</ol>
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		<title>A Beginner&#8217;s Guide to XNA</title>
		<link>http://jagbot.wordpress.com/2008/11/24/hello-world/</link>
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		<pubDate>Mon, 24 Nov 2008 09:15:43 +0000</pubDate>
		<dc:creator>jagglestein</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[This blog is intended to walk you through some of the basics of creating your own game in XNA. To lower the barrier to entry, I&#8217;m planning on covering things at a very beginner level. Whether you&#8217;re new to C#, or just the XNA framework, I&#8217;m hoping you&#8217;ll find something that gets you started. I&#8217;m [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jagbot.wordpress.com&amp;blog=5627846&amp;post=1&amp;subd=jagbot&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This blog is intended to walk you through some of the basics of creating your own game in XNA. To lower the barrier to entry, I&#8217;m planning on covering things at a very beginner level. Whether you&#8217;re new to C#, or just the XNA framework, I&#8217;m hoping you&#8217;ll find something that gets you started.</p>
<p>I&#8217;m writing based on my experience of going from a non-programmer to being able to program a finished game in C# that has been released on the Xbox 360 Community Games Channel. For the curious, the game is a 4-player party game that teaches Spanish vocabulary. It&#8217;s called Arriba! and is available at the minimum price of 200 MS points.</p>
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