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mysigninname

Selling XNA games

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Ok, i've been googling this quite a bit, and surprisingly i haven't found a crystal clear answer to the question. Well, what i have found is something along the lines of;

You may sell XNA games only for windows, and without using any of the networking 'stuff' provided with XNA.

So if i were to make a game using XNA and make it just for windows, and if i were to use networking id use something other than the built in xna networking stuff, i could sell my game no problems, no questions asked.
Is this right?

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[quote name='EgoDeath' timestamp='1317587902' post='4868376']
78 views and not one answer? Jeez, mods please delete this thread. Thx.
[/quote]

An interesting reaction you have there. I guess people who are also curious to know the answer shouldn't view this thread...

EDIT:
According to the link below, your assumption seems right. It looks like the only commercial restriction (for Windows and the use of XNA) is the use of Xbox/Windows Live. But I'm only going off that one forum thread.
[url="http://forums.create.msdn.com/forums/p/6960/36760.aspx#36760"]http://forums.create.msdn.com/forums/p/6960/36760.aspx#36760[/url]

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I don't think you'd want to use the XNA networking anyway, because it requires a Windows Live or Xbox Live ID for every player. A lot of Windows only XNA games use Lidgren Network Library:

[url="http://code.google.com/p/lidgren-network-gen3/"]http://code.google.com/p/lidgren-network-gen3/[/url]

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[quote name='EJH' timestamp='1317663746' post='4868629']
I don't think you'd want to use the XNA networking anyway, because it requires a Windows Live or Xbox Live ID for every player. A lot of Windows only XNA games use Lidgren Network Library:

[url="http://code.google.com/p/lidgren-network-gen3/"]http://code.google.c...n-network-gen3/[/url]
[/quote]

Thanks EJH

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[quote]

An interesting reaction you have there.

[/quote]

Yes indeed, i had googled the living whats-it out of the subject and really the answer was not there, crystal clear.
I don't like all the rules and eula's and all that stuff that microsoft have, so another networking package would be perfect to keep their dirty lawyers out of it :)

I was just surprised that no-one had an answer, is this a 'tricky' subject? It's nice to find a clear path away from all those head-aches of modern 'head-living'. :)

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[quote name='EgoDeath' timestamp='1317797008' post='4869283']Yes indeed, i had googled the living whats-it out of the subject and really the answer was not there, crystal clear.
I don't like all the rules and eula's and all that stuff that microsoft have, so another networking package would be perfect to keep their dirty lawyers out of it :)

I was just surprised that no-one had an answer, is this a 'tricky' subject? It's nice to find a clear path away from all those head-aches of modern 'head-living'. :)
[/quote]
Unfortunately, EULA's are intentionally not crystal clear. It's not exclusive to Microsoft, either. Go read some of the open source license agreements and then check out the thousands of confused forum posters, trying to find out if they can use the source for their project.

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[quote name='EJH' timestamp='1317663746' post='4868629']
I don't think you'd want to use the XNA networking anyway, because it requires a Windows Live or Xbox Live ID for every player. A lot of Windows only XNA games use Lidgren Network Library:

[url="http://code.google.com/p/lidgren-network-gen3/"]http://code.google.c...n-network-gen3/[/url]
[/quote]

I may be the weird one, but I found the .Net Sockets networking a lot easier to get started with than Lidgren.

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Actually to sell XNA games you need to do a couple things.

Head over to apphub and signup, you also need to purchase a membership there, it costs 100$ a year.

Then you can sell yours games on XBL and such. Have a good one!

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[quote name='kennyb2142' timestamp='1318555207' post='4872384']
Actually to sell XNA games you need to do a couple things.

Head over to apphub and signup, you also need to purchase a membership there, it costs 100$ a year.

Then you can sell yours games on XBL and such. Have a good one!
[/quote]


He doesn't want to sell them on the xbox, he wants to sell them on Windows.

As has been previously said, the xbox networking stuff relies on there being an xbox to work. That's pretty much why you can't use it. It wont get compiled in.

Just roll your own or use something like Lidgren.


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[font="arial, verdana, tahoma, sans-serif"][size="2"][b]Crystal clarity:[/b]
[/size][/font][quote]
iv. Commercial Programs using Games for Windows LIVE. [b]You may not use the software to develop commercial programs that connect to Games for Windows LIVE.[/b]
v. Additional Requirements. In order to use any programs developed for the Windows platform using Games for Windows LIVE, you must comply with the Xbox LIVE Code of Conduct and Terms of Use, which also apply to Games for Windows LIVE, currently located on the Xbox.com website.
b. Programs developed for the Xbox 360 Platform
i. Commercial Use. Use of any programs developed for the Xbox platform using the software is restricted to your personal, non-commercial use, with the exception of commercial distribution via Xbox LIVE Marketplace.[/quote]
If you read the EULA (the whole whopping one page of it) you'll see that this is the [i]only [/i]restriction that is mentioned concerning PC games. Everything else relates to XBOX360 and Windows Phone. Sure, it's a pain to read through, but unless you actually do it (and [i]especially[/i] if you intend to sell a game) you'll end up with "but he said!" which is an uncannily poor defense to start with.

This time it was a pretty simple question, but in the future it's a good idea to read up on what terms you accept in the EULA.

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