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Kodu

Discussie in 'Algemeen' gestart door DulleNL, 11 jan 2009.

  1. Le Lastpak

    Le Lastpak (◕‿◕✿)

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    Oww okee, dan wacht ik wel ff af. ;)

    Kodu lijkt me echt vet, ik vind het vet om zelf games te maken maar ik haat programmeren, programmeren is echt het saaiste wat er is. :9 Het lijkt me geweldig om lekker snel met de controller iets in elkaar te zetten en te delen met andere of misschien wel samen met een paar vrienden aan een groot project beginnen.

    Nu nog hopen dat de mogenlijkheden niet te beperkt zijn... :+
     
  2. Sanguine

    Sanguine Active Member

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    Denk dat het best vet kan zijn, hij zegt namelijk ook dat je FPS mee kan maken. Dat is echt wel vet!
     
  3. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Misschien wel. Ik heb iig al vaker Community games gedownload en op mijn NL account gespeeld (trials), maar ik weet niet hoe dat zit met het kopen.
    Je zal iig wel Amerikaanse MS Points moeten kopen, de NL werken niet op een US account.
     
  4. Yellow 13

    Yellow 13 Well-Known Member

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    Gewoon niet mijn stijl, doet me teveel aan de Wii denken en die prapapra spelletjes. ;):emo:
     
  5. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Kodu Game Builder for Xbox360 Dated

    Next week on the Xbox Live Marketplace will see the release of ‘Kudo’ a game building program which allows anyone to create games using an icon based interface and an Xbox360 controller. Now anyone can create and play basic games straight from the console with a little imagination.
    [​IMG] The Microsoft Research Kodu page gives the following information:
    The core of the Kodu project is the programming user interface. The language is simple and entirely icon-based. Programs are composed of pages, which are broken down into rules, which are further divided into conditions and actions. Conditions are evaluated simultaneously.

    The Kodu language is designed specifically for game development and provides specialized primitives derived from gaming scenarios. Programs are expressed in physical terms, using concepts like vision, hearing, and time to control character behavior. While not as general-purpose as classical programming languages, Kodu can express advanced game design concepts in a simple, direct, and intuitive manner.
    Kodu provides an end-to-end creative environment for designing, building, and playing one’s own new games, including:
    • High-level language incorporates real-world primitives: collision, color, vision
    • Uses Xbox 360 Game Controller for input — no keyboard required
    • Runs on Xbox 360 and PC
    • Interactive terrain editor
    • Bridge and path builder
    • Terrain editor - create worlds of arbitrary shape and size
    • 20 different characters with different abilities
    Kodu will be released on June 30th 2009 for 400 MS Points on the Xbox Live Community Games area.

     
  6. Delphiki

    Delphiki Active Member

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    zal tijd worden, lang geleden dat we hier iets over gehoord hebben :)

    wel grappig, laatst op de radio hadden ze het over de nieuwe zoekmachine van Microsoft en hoe die zou gaan moeten heten (Bing dus). Volgens die analist die aan het woord was zou dat dus Kodu moeten gaan worden omdat Microsoft die naam overal geregistreerd heeft maar er volgens hem dus niks mee deed. Die had duidelijk zijn huiswerk niet goed gedaan.
     
  7. Fardo

    Fardo Well-Known Member

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    jammer genoeg hebben wij geen community games area
     
  8. BigKabuto

    BigKabuto Well-Known Member

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    Beter komt er ook een demo, want tot nu toe dacht ik zijn er altijd XBLA demos geweest.
     
  9. Tco

    Tco The Chosen One

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    400 punten maar? \o/

    Mooi, ik had verwacht 1600 of meer.

    Nou nog die channel hier. :mad:
     
  10. Le Lastpak

    Le Lastpak (◕‿◕✿)

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  11. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Kodu: What to Expect

    Thanks so much everyone for helping us launch our little fledgling to such a receptive audience. As folks are getting excited and waiting on the ETA (me too!,) I thought it would be a good time to calibrate some expectations. Kodu is far and away the coolest project I have ever worked on - it'll be tough to top in the next 25 years of my career in software, but it is a 1.0 so it's good to understand what's there.

    1. It is programming. Kodu's a real, albeit small and specialized language. Simple things are very simple to do, and complex things are possible. If you want to do something super-complex, you will have a learning curve, but nothing like what you'd see with a conventional programming language.

    2. It can't do absolutely everything. We managed to squeeze in just enough (mainly camera support) for side-scrolling games, but there are still little annoyances: for example, you can make roads float in the air, (such as for a jumping game) but if two roads cross over each other, you can only place objects on the higher road. Annoying; we just didn't get to it.

    3. The characters all move differently to support different design goals. If you're into fast, twitchy action, go with the saucer, wisp, or puck, all of which can turn on a dime and accelerate very quickly. Most of the other characters are a little slower, some a lot.

    4. Everything has a cost. Sometimes some fairly simple things can be kind of expensive when the game is running. We try to warn you when you've got to much going on in your world - look for the thermometer - but we err on the side of letting you go for it, so it's up to you to keep things running smooth by trading off how you're using different features. For example, if you have a bunch of characters that are all trying to look at each other (using the "see" sensor,) they'll be doing a lot of expensive tests against the terrain. This applies to other things as well: for example, if you drop 50 coins in a level and program them all to react when bumped, they're all doing a little bit of thinking each frame that really adds up. Better to program the character to detect the coins, so you only have one brain running rather than 50. Hint: hearing is more efficient than seeing, because it doesn't have to check if something's blocking.

    5. It's a 1.0 from a small team. We do work at Microsoft, but the Kodu team (design, dev, and test) is only six people. I'm sure we missed something. We are standing by to fix any bugs the minute they appear and to flip a service build quickly if necessary. I've been in software long enough to be quite sure we'll need a refresh at some point.

    6. If you've been in the playtest or review, your worlds will not be available in the retail version. This is a security thing on the Xbox 360; we can't do anything about it. If it helps, I've rebuilt dozens of levels many times. You get pretty fast at it.

    7. The built-in games are just a start. We've put a good double handful of prebuilt content, all built by the team and our early testers. We expect you can do way better. We have designed each of these worlds to show some realistic techniques. We'll be doing some deconstructing of these levels on the blog so you can see why we "did it like that." It's our hope that you can find the world that is closest to what you're thinking of, and then go from there.

    8. Kodu is for making small games. We considered many features that would support very large worlds and very long campaigns, but were very conscious that the toolset stay simple and streamlined. Some of these calls were wrong, but we are very happy with the balance we came up with - a set of quick, simple tools for making very cool small games. If you're careful with performance, you can make significantly larger worlds, but you're not going to make Gears 3 with Kodu 1. Haiku is a word that comes to mind. Here again the built-in levels show you some of the tradeoffs you can make.

    9. Use the tweak screens. Select a character and press <x>, or go to the world settings tool (far right in the tool palette.) These let you change a lot of nerdy - and very useful - things like the sky color, basic lighting scheme, character speed, bullet speed, smoke trails on your missiles, and lots more.

    10. You are Kodu. The success of Kodu depends entirely upon what people build with it. I have been really surprised by what people have pulled off with it already, and supremely delighted to see the level of buzz in the community. It's out of our hands now, and we are counting on all of you to realize the dream of the Kodu omniverse. We're all just getting started...

    Wallpapers
    [​IMG]
    [​IMG]

    ^klik voor grote versie


    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Er zit een tijdslimiet op de trial. Kwartiertje volgens mij.
     
  12. Tco

    Tco The Chosen One

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    Must play. :'-(
     
  13. WOUW5

    WOUW5 Cpt. Censorshades!

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    is ie al uit? in europa?
     
  14. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Ja. Nee.
     
  15. Tco

    Tco The Chosen One

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    We hebben het hele kanaal niet eens beschikbaar waarop Kodu wordt aangeboden.
     
  16. WOUW5

    WOUW5 Cpt. Censorshades!

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    klote, lijkt me namelijk egt vet

    edit://

    cker weten?
    ik ga vandaag nog naar de stad dus als deze te krijgen is haal ik gelijk wat mspunten
     
    Laatst bewerkt: 1 jul 2009
  17. Tco

    Tco The Chosen One

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    Punten koop je online, stuk goedkoper dan in de winkel.
    En ja ga jij het het channel maar opzoeken dat in de 2e screenshot te vinden is bij Dulle. :p
     
  18. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Die gasten niet geloven. Ze 'kopiëren' gewoon een US bericht zonder ook maar enige kennis van zaken. :cool:
    Anders wisten ze wel dat Kodu alleen in de US is te krijgen. Of iig alleen in landen waar je Community games hebt.
     
  19. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    Community Channel hebben wij idd niet. Vraag is ook of het ooit hier gaat komen. Erg jammer, want die XNA games zijn soms erg cool.

    Kodu is wel leuk, maar wat ik tot nu toe heb gezien is erg limited.
     
  20. WOUW5

    WOUW5 Cpt. Censorshades!

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    Wat jammer :'-(
     
    Laatst bewerkt: 1 jul 2009

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