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develop and sell for latest consoles???
#1
how do i make games for latests consoles???
PS4Pro, nintendo switch...
are there open tools for developer or closed resources???

i'm willing to trade some tools for resources.

thanks
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#2
Console development needs a huge investment from start, to acquire devkits. And everything is closed under NDAs.
Then you are not even sure that they will accept to release your game (I presume digitally) because of drastic quality assurance process.
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#3
(09-08-2018, 04:21 AM)iyenal Wrote: Console development needs a huge investment from start, to acquire devkits. And everything is closed under NDAs.
Then you are not even sure that they will accept to release your game (I presume digitally) because of drastic quality assurance process.

Okay, let's say switch.

where is this devkits? 
what are the drastic quality assurance?

currently i am building a world and stages for the game, and the time required to complete the game by splicing things into sections.
What should i be considering into my designs for the quality assurance?
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#4
(09-13-2018, 02:50 AM)hentaiaru Wrote:
(09-08-2018, 04:21 AM)iyenal Wrote: Console development needs a huge investment from start, to acquire devkits. And everything is closed under NDAs.
Then you are not even sure that they will accept to release your game (I presume digitally) because of drastic quality assurance process.

Okay, let's say switch.

where is this devkits? 
what are the drastic quality assurance?

currently i am building a world and stages for the game, and the time required to complete the game by splicing things into sections.
What should i be considering into my designs for the quality assurance?

For the Switch, contact NOA (Nintendo of America) and make sure you have at least 2,500$ in your wallet for the devkits, plus an astonishing demo of your concept.
For quality assurance, globally just see if you feel your game could be played on a console and stand along other games in your library, let's say the quality of World of Goo.
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#5
(09-14-2018, 11:20 AM)iyenal Wrote:
(09-13-2018, 02:50 AM)hentaiaru Wrote:
(09-08-2018, 04:21 AM)iyenal Wrote: Console development needs a huge investment from start, to acquire devkits. And everything is closed under NDAs.
Then you are not even sure that they will accept to release your game (I presume digitally) because of drastic quality assurance process.

Okay, let's say switch.

where is this devkits? 
what are the drastic quality assurance?

currently i am building a world and stages for the game, and the time required to complete the game by splicing things into sections.
What should i be considering into my designs for the quality assurance?

For the Switch, contact NOA (Nintendo of America) and make sure you have at least 2,500$ in your wallet for the devkits, plus an astonishing demo of your concept.
For quality assurance, globally just see if you feel your game could be played on a console and stand along other games in your library, let's say the quality of World of Goo.

Oh yeah... world of goo. That one is special.

Though... how do you plan a game variation within a limited playtime? Like world of goo... how did they design and fit everything into the timespace of play?
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#6
This seems a good place to ask this:
Can I publish a new game using the engine of a past system with assets of some open source emulator so it can be launched for current devices?
Say, for example, a brand new GBA game for Nintendo Switch, but it isn´t just a "GBA style" game, but it is basically something that could actually run in a GBA by just ripping the .GBA file, running in a custom-made emulator for the new system.
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#7
(09-14-2018, 07:05 PM)hentaiaru Wrote: Oh yeah... world of goo. That one is special.

Though... how do you plan a game variation within a limited playtime? Like world of goo... how did they design and fit everything into the timespace of play?
What do you mean exactly by timespace there?



(09-15-2018, 07:01 PM)Bobsican Wrote: This seems a good place to ask this:
Can I publish a new game using the engine of a past system with assets of some open source emulator so it can be launched for current devices?
Say, for example, a brand new GBA game for Nintendo Switch, but it isn´t just a "GBA style" game, but it is basically something that could actually run in a GBA by just ripping the .GBA file, running in a custom-made emulator for the new system.

Open source content can be used to make a commercial game, as long as the license permits it (or maybe needs an attribution). But you must own the rights of the engine to be able to commercialise a game developed using it.
And for running on the GBA, you can distribute INDEPENDENTLY from Nintendo the game by any way you want since you own the game's rights, but don't ask Nintendo to make the gba cartridges if you see what I mean. And I am not sure it's a good idea strategy speaking if you distribute it for free meanwhile paid on Switch.
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#8
By engine, you mean as in the engine of the game itself, of the emulator or what exactly?
As for the GBA cardrigde part, well, for a reason Mother 3 never got localized to this day.
By the way, I´m not just going to distribute it everywhere else for free, but rather just make it this way to can push the hardware in a more easier way, while also attracting attention for an innovative way of releasing a game.
Too bad I can´t find any program to easily install to my PC to start making the GBA game to begin with.
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#9
(09-16-2018, 03:48 PM)Bobsican Wrote: By engine, you mean as in the engine of the game itself, of the emulator or what exactly?
As for the GBA cardrigde part, well, for a reason Mother 3 never got localized to this day.
By the way, I´m not just going to distribute it everywhere else for free, but rather just make it this way to can push the hardware in a more easier way, while also attracting attention for an innovative way of releasing a game.
Too bad I can´t find any program to easily install to my PC to start making the GBA game to begin with.

I mean that you must own both rights of the engine and emulator (or open source with commercial use allowed in license).
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#10
what's the 2500$ for?
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#11
(09-21-2018, 03:28 AM)hentaiaru Wrote: what's the 2500$ for?

The development kit, a custom console that let you test your games on it with a special connection to the PC. Well professional things are always expensive, take the Xeon Phi for example. But if you want to develop a game for a console then you should have a minimum of investment and 2500$ should be little in that...

And that's the minimum.
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#12
(09-21-2018, 11:41 AM)iyenal Wrote:
(09-21-2018, 03:28 AM)hentaiaru Wrote: what's the 2500$ for?

The development kit, a custom console that let you test your games on it with a special connection to the PC. Well professional things are always expensive, take the Xeon Phi for example. But if you want to develop a game for a console then you should have a minimum of investment and 2500$ should be little in that...

And that's the minimum.
sounds pretty expensive...
and impractical.

i thought it would be something completely detached from PC.
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#13
Is the development console obligatorily needed?
Can´t they just edit a console you already own?
Or better yet, don´t do it and just test it with homebrew and other hacks?
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#14
No hacks thanks.
homebrew made it sound somewhat lacking and like it'll fall apart at anytime.

i heard of SMILE BASIC.

does it have a VISUAL IDE?
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#15
I was questioning, not affirmating.
As for your Smile BASIC question, I don´t know what a Visual Ide is, but you can program on it with a customized version of the BASIC programming language, but you can´t really use whatever you make on it for commercial purposes, you would have to port it into an actual program (almost by scratch thanks to how it works) that allows you to sell the games you make on it.
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