1 Week on #XBLIG ....WOW

So,

Its been over a week of being on Xbox360's indie Xbox Live channel and man its been busy. Busy? what do you mean busy? I hear you say, well if you want to get some decent sales on Xbox Live the first few weeks are the most important I feel. You really have to try hard to get your game known as much as possible before the game slips down into the recent published list. So to get my name and Spectrangle360 out there I have been emailing and tweeting/retweeting as much as possible, below is a list of hopefully all the reviews I have managed to get so far. Most of the them think that Spectrangle360 is a good game but limited to the board game enthusiast, which to be honest I was expecting any way here's the list. Hope I didn't miss any and if I did...sorry:-





To those that helped me with these reviews I want to say thanks, I specially want to thank @DaddyPigGames and @MayContainGeeks you should look these guys up on twitter there great :).

So whats next, well I plan to do an update to Spectrangle360 from the things I am not happy with myself and a few issues but more on that in another post. I hope to keep Spectrangle360 in the lime light as it where for as long as possible and just build on what I have already done so far.

And if you have bought Spectrangle360 I just want to say a BIG THANKS.

Your awesome, also let me know what you think of the game and what you would like improving.

Jase



Spectrangle360 now on the marketplace

Hi, Well for once MS have been quite responsive. When I pushed the "Publish Now" there is a warning saying it could take upto 24 hours. So I thought that if worst came to the worst I should press the button today at around 12pm in hopes that the game will be available Friday (23/3/12). Well the game actually published in 2 hours...this was the fastest part of the process, anyway here it is.

Offically an Xbox360 indie developer


Finally.....FINALLY I managed to get Spectrangle360 past peer review and I am now able to publish it to the Xbox indie market place.

It wasnt an easy ride by any stretch of the imagination, after entering playtest on 9/11/2011 and submitting the game 17 times and then starting the review process on 1/12/2011 and submitting 8 times I finally got the 8 passes I needed.


So whats next, well the next step is to finally press that "Publish Now" button, my initial plan is to do this on the 23/3/2012 so that the game will be available the next day (Friday) hopefully. Mean while I plan to use all the contacts that I have made over the months to get the word out about Spectrangle360 and hopefully build a little interest before the game is available.

Theres plenty of things to do, wish me luck.....

Highscores Component XNA v4.0

Highscores Component XNA v4.0

A while ago I downloaded Jon Watte's Highscore Component. However after using it for quite some time it became apparent that I had to convert this to work in the new XNA v4.0.

So I did this work, I cant say how well I converted it but it seems to work for me. If you would find this useful heres a link to the CS file. You will have to pull this CS file into your project and change the namespace to match the name of your games namespace. Hope it helps someone in some way.

highscorescomponent.cs

Jase