Windows UWP builds?

  • #1, by ygmantellFriday, 18. August 2017, 04:48 3 years ago
    Any chance of a Windows 10 UWP build option? 
     This would allow for game sales in the Windows 10 store (which doesn't allow regular .exe files).  
    I know Xbox development is still a WIP (?) for VS, but I don't think Xbox compatability is required for upload to Windows 10 store.

    If not, I do think this would be a worthwhile feature to implement...
    Just figured I'd mention it

    Thanks so much! 

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  • #2, by SimonSFriday, 18. August 2017, 11:33 3 years ago
    Pillars of the earth has been released for Xbox, so it's now just as wip as the rest of the engine.

    I will not waste my time on UWP as it's as dead as all of the stores of Microsoft for Windows and there is not much to be sold. Just stick to the Windows desktop version, that takes most of the target audience. If it's about Windows phones, the market share is really too small for that effort.

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  • #3, by ygmantellFriday, 18. August 2017, 16:11 3 years ago
    Fair enough, I just figured I'd ask.

    Thanks so much!

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  • #4, by afrlmeFriday, 18. August 2017, 16:36 3 years ago
    GMS sure charge an arm & a leg for UWP export module. Oh well, that's what MS gets for trying to force people to develop for Windows app store only.

    Having said that, there's a game in development now that's coming out on there, that I want. Co-op pirate sailing / action rpg game called "Sea of Thieves".

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  • #5, by atrusFriday, 18. August 2017, 22:56 3 years ago
    I'm not so sure that VS should not add the UWP format at some point; UWP is a format that will allow our games to run on Win 10 Pcs, Mobiles and XBox One with just one common export, so the benefit is there undoubtedly.

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  • #6, by ygmantellSunday, 20. August 2017, 04:37 3 years ago
    Since we're on the topic of build options, I was thinking that utilzing nintendo's web framework might be cool, especially with the already built in controller support and html5 export.

    Not sure how that translates to the new Switch though (which would be a must if building for a Nintendo platform)...

    Just an idea, not sure how actually feasable it would be 

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  • #7, by atrusSunday, 20. August 2017, 10:43 3 years ago
    Btw, thimbleweed park is coming to switch this september i hear

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  • #8, by ygmantellSunday, 20. August 2017, 15:39 3 years ago
    I know!  So excited for that!  The one reason I haven't played it yet is because I've stopped playing PC games after I got the switch, so this is awesome!

    One thing though, is that Ron Gilbert is using his own engine for the Thimbleweed Park, so it's not like hes using VS.  

    But, supposedly (according to Nintendo) it would be really easy to port an existing pc game to Switch, which could be good news for VS...

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  • #9, by afrlmeSunday, 20. August 2017, 16:04 3 years ago
    I know!  So excited for that!  The one reason I haven't played it yet is because I've stopped playing PC games after I got the switch, so this is awesome!

    One thing though, is that Ron Gilbert is using his own engine for the Thimbleweed Park, so it's not like hes using VS.  

    But, supposedly (according to Nintendo) it would be really easy to port an existing pc game to Switch, which could be good news for VS...
    With a wrapper you mean?

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  • #10, by ygmantellSunday, 20. August 2017, 16:43 3 years ago
    I have no idea to be honest. There isn't much info online about it for switch. Like at all.
    There's only the Web FrameWork for the Wii U (which my my logic, however flawed it may be, would be the simplest to implement).
    And, I'm not sure how well that carries over to the Switch.
    The site does say that Unity is the tool to use (and doesnt mention anything else), so I dunno...

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