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Geek Culture / Porting A FPS Creator Game For Xbox360?

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Teabone
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Posted: 7th Jun 2011 23:13
This may be a dumb question or a hard question... but I was wondering what are the possibilities of porting a game created with FPS Creator to a video game console like PS3 or Xbox350?

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budokaiman
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Posted: 7th Jun 2011 23:21
0%

The question has been asked many many times, look around you'll find more information on why, to summarize, the hardware isn't made to run pc software. There would be a lot of problems with memory management and such.


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Darth Kiwi
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Posted: 7th Jun 2011 23:48
As far as I can tell, it's not just a case of putting it into a port-program or anything like that. Since the PC and all consoles have fundamentally different hardware setups and work on different principles, you'd need to write the game from the ground up in a language that the new system would support.

While it would seem that porting is an easy process, since most games come out on multiple systems, I think dev teams have to develop the game for all platforms simulatenously. If a port is made later, I presume they'd recode everything into the new language module by module.

The Wilderbeast
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Posted: 7th Jun 2011 23:51
Quote: "0%

The question has been asked many many times, look around you'll find more information on why, to summarize, the hardware isn't made to run pc software. There would be a lot of problems with memory management and such."

That's not true, note how he said porting and not compiling.

A more reasonable answer would be very very hard, and not at all worth it. That said, the full source for FPSC is available which means that if you ported the engine to either PS3 or Xbox 360 then you could run your game on it - the chances of that happening though are fairly slim.

The best option would be to pick a fully-featured game engine like UDK or Unity, develop your game and then purchase a license for PS3. But it's not going to be cheap!

flashing snall
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Posted: 7th Jun 2011 23:52
Or they develop in a common language.

budokaiman
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Posted: 8th Jun 2011 14:35
Quote: "A more reasonable answer would be very very hard, and not at all worth it. That said, the full source for FPSC is available which means that if you ported the engine to either PS3 or Xbox 360 then you could run your game on it - the chances of that happening though are fairly slim."

But porting the code would essentially be building an entire new game. I'm pretty sure that he means emulating existing games, not having to build a brand new engine.


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JLMoondog
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Posted: 8th Jun 2011 15:16
You could always use FPSC as an editor for use in creating games for the 360.

CoffeeGrunt
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Posted: 8th Jun 2011 15:23
Although most packages capable of porting to XBox also have inbuilt editors that are better than FPSC's.

Benjamin
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Posted: 8th Jun 2011 15:45
Quote: "I'm pretty sure that he means emulating existing games"


Considering most FPSC games have trouble running on current average systems, I don't think the Xbox would have any chance at emulating them.



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Van B
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Posted: 8th Jun 2011 16:57
The only conceivible way for that to happen is for the 360 to get a custom FPSC interpreter. Like perhaps you'd write your FPSC game to a disc, then the 360 interpreter could load the raw files in, just like the PC runtime does.

I mean, it's not like your compiling your game when you build in FPSC, it's using a pre-built runtime, so who's to say that a 360 version of that runtime couldn't be written. It could potentially be massive, especially massive for a company like TGC to be in that field.

Eventually AGK3D will be an option - first person to port the FPSC runtime to AGK3D will be a total hero!

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The Wilderbeast
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Posted: 8th Jun 2011 19:31
Quote: "But porting the code would essentially be building an entire new game. I'm pretty sure that he means emulating existing games, not having to build a brand new engine."

Again, there is a difference between porting an existing game engine and building a new one. As Van B stated, FPSC doesn't compile your projects, it interprets them. So port the interpreter and you can run your FPSC game on any platform [that you have ported the engine to].

budokaiman
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Posted: 8th Jun 2011 23:14
Okay, I see what you mean now.


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Teabone
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Posted: 8th Aug 2011 20:29
I've been recently reading about Steam. It interests me a lot for many reasons.... I hear it might be coming to xbox360? Might this than be a possibly way to get an FPSC produced game on the xbox360?

I see another benefit with it being playable on macs even:

http://store.steampowered.com/about/

BiggAdd
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Posted: 8th Aug 2011 20:55
Quote: "I hear it might be coming to xbox360? Might this than be a possibly way to get an FPSC produced game on the xbox360?"


While it could be possible to get anything you make published on steam, you would still need to create an Xbox360 version of the game to run on the console. They are bringing steam to the Xbox, but you will still have to code an Xbox version.

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