You wouldn't be able to buy the XB1 "Console" module without being accepted onto the ID@Xbox program by Microsoft, so that isn't an option you can just choose to buy anyway.As far as I know, the Xbox One export module costs 800 dollars. Which is quite expensive, too expensive for me. I also already had to pay for Microsoft Dev Account. So isn't there another way to export to Xbox One?
Yep.As far as I know, the Xbox One export module costs 800 dollars. Which is quite expensive, too expensive for me. I also already had to pay for Microsoft Dev Account. So isn't there another way to export to Xbox One?
You can buy the GMS2 UWP module and submit your games via the Creators Program using a retail XB1 in Dev Mode, then sell them on the Microsoft Store for XB1 and Windows 10 devices to purchase and download.Can we just use the UWP license format to actually publish and sell games to XBox Marketplace?
Or do we HAVE to also buy the expensive "annual" license in order to publish and sell games on XBox Marketplace?
What exactly is the difference between the two licenses?
Very confusing.
From what was said by OP, they think UWP *is* the actual XB1 console export - saying it costs $800 was the giveaway that they hadn't done any research and didn't know the difference.I was confused as hell for a second. I was sure the OP said without UWP and couldn't see it in the first post anywhere.
But it turns out it was in the title. Not going mad after all.
(Well not more than anyone else here anyway )
Time to make some quickly rushed FPS shooter to get a dev conso- I mean develop my game for the platform!they will send you two developer consoles absolutely free.
You can buy the GMS2 UWP module and submit your games via the Creators Program using a retail XB1 in Dev Mode, then sell them on the Microsoft Store for XB1 and Windows 10 devices to purchase and download.
This simply requires you to purchase a Microsoft Dev Licence for $19 along with the GMS2 UWP module (currently "on sale" at $319 for a permanent licence), set everything up and then publish the game to the store.
The $799 per year GMS2 XB1 module cannot be used unless you are accepted onto the ID@Xbox program which requires concept approval from MS, and has some benefits over the Creators Program in terms of the functionality available for you to implement with regards to Live features and Microsoft Store placement (in terms of where your game will appear on the store).
Microsoft will also send you 2 dev kits free of charge if accepted onto ID@Xbox as Lonewolff pointed out.
There used to be differences in the accesible hardware too (available RAM, CPU cores etc) but that changed a fair while ago and they are now almost the same.
Do some research into both programs yourself via Google for more information, but a quick summary is below.
If you are looking for the cheapest way to get your GMS2 game onto the XB1 (and Windows 10 devices) then the Creators Program and the UWP module is the way to go.
There is loads of available info, but it lives in places like the Xbox website as that is the program you would be signing upto - no point in YYG regurgitating the same information already available from Microsoft themselves.Thank you. This information should be in some FAQ. The main differences are lack of Multiplayer, Achievements, and visual presence. I can live with that.