XBOX CREATOR'S COLLECTION. 01

XBlig is back

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Here is a bit of information how to get started to create games for the Xbox Live Creators Collection…

The Xbox Live Creators Program allows developers to quickly and directly publish their games to Xbox One and Windows 10, with a simplified certification process and no concept approval required. If your game integrates Xbox Live and follows our standard Store policies, you are ready to publish.

You can deploy, design, and publish your game in the Creators Program without a dedicated dev kit, using only retail hardware. Just download the Dev Mode Activation app on your Xbox One to get started. See Xbox One Developer Mode activation.

Develop for the Xbox One and Windows 10 using your favorite game engine. Currently supported engines include Construct 2, MonoGame, Unity, and Xenko. You can also use your favorite tools like Visual Studio to write in C# and C++.

For more information see the Xbox Live Creators Program website:
http://www.xbox.com/en-US/developers/creators-program/

EDIT: As ShilohGames pointed out below, (it seems) there are system resource limitations for UWP apps and games. System resources for UWP apps and games on Xbox One for more info.

Separate area of the store and limited by the limitations of UWP.

Here are the UWP limitations that ruin UWP for anything more than a small, simple mobile port:

  • The maximum memory available to an app running in the foreground is 1 GB. Apps that exceed these memory requirements will encounter memory allocation failures.
  • Share of 2-4 CPU cores depending on the number of apps and games running on the system.
  • Share of 45% of the GPU depending on the number of apps and games running on the system.
  • UWP on Xbox One supports DirectX 11 Feature Level 10. DirectX 12 is not supported at this time.

This is an example where Microsoft originally stated they would give indie devs the ability to turn any Xbox One into a devkit, and then Microsoft changed their direction and released something completely inferior for indie devs. UWP is garbage compared to a real devkit.

You can use your retail box as a dev kit, the limitations have been publicly published for over a year*, and if the resources available limit you to “small, simple mobile ports” then… what were you expecting? You might not get all of an Xbox One, but you get way more than a previous generation console, and I think you’ll agree there’s more than “small, simple mobile ports” on those.

Also, yes, it does limit the power you’re able to access, but the up-side is that it’s a much more cross-platform system than relying on a native dev kit. So if your game fits the limits anyway - which plenty of indie games do - it could have real benefits there.

  • Including clear notes that if you wanted the full power of the Xbox One that you needed to apply for ID@Xbox to get dedicated dev kits. Heck, I’m pretty sure that the original guidelines said you couldn’t release games on it at all, to make a demo and use it to apply for ID@Xbox.

Actually, in terms of raw performance, some mobile devices are actually more powerful than UWP on a retail Xbox One. The reaction to UWP would have been a lot more positive if Microsoft had not placed limitations on UWP like they did.

I don’t dispute that. It’s still more than enough to make awesome stuff.

So it’s less that an xbox360 on cpu side? what does half a gpu translate? Looks like it would be roughly a wii U equivalent?