Author Topic: Wii Remote To Be Supported By XNA  (Read 6664 times)

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Offline MegaByte

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RE:Wii Remote Supported By XNA
« Reply #25 on: August 13, 2007, 04:17:53 AM »
Quote

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.

It's not like XNA is the only free programming environment out there.  If you just want to create a quick mockup, there are easier ways to go about it.  For instance, Ouendan was first created in Flash.
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Offline KDR_11k

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RE: Wii Remote Supported By XNA
« Reply #26 on: August 13, 2007, 06:20:05 AM »
Yeah but a mockup may require the Wiimote to work.

Offline Athrun Zala

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RE:Wii Remote Supported By XNA
« Reply #27 on: August 13, 2007, 05:47:51 PM »
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Originally posted by: MegaByte
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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.

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.
well, 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...
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