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Question about UWP and Xbox One Export

Discussion in 'Community Chat' started by MoisesWS, Nov 14, 2019.

  1. MoisesWS

    MoisesWS Member

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    I want to know the differences between them and if its possible to create a game for Xbox One using only UWP or if I really need to purchase the Xbox One submission if I want to apply a game to ID@Xbox.
     
  2. rIKmAN

    rIKmAN Member

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    See the table on this page: https://www.xbox.com/en-US/developers/creators-program/

    It basically boils down to Creators Program (UWP) being able to use a retail console to develop on, having a less strict approval / certification process, not supporting XB Live Multiplayer or Achievements and not having Premium Support.

    The final game / app will also appear on the UWP Store (and not the "proper" XBox Store).

    There used to be some quite strict hardware / resource restrictions using UWP too, but they were much improved by Microsoft after launch: https://blogs.windows.com/buildinga...-windows-platform-games-fall-xbox-one-update/

    The UWP module is a great way to get onto console if you don't want to / can't get accepted onto ID@Xbox (which is much more difficult and requires passing a concept approval process) and thus is much cheaper (module cost wise), but I would concentrate on making a game that people actually want to play first and foremost, and then worry about getting onto consoles afterwards.

    The "official" more expensive "XB1 module" cannot be purchased and is of no use to you unless you are accepted onto ID@XBox anyway, so the next option would be UWP - which would have the differences I listed / linked above.
     
  3. MoisesWS

    MoisesWS Member

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    I see. So can I use UWP to test my game into a Xbox One at least? But when it comes to export the game to the proper Xbox Store I will need the official module. Is that it ?
     
  4. rIKmAN

    rIKmAN Member

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    If you bothered to read the link I provided regarding the Creators Program you'd have seen that the question is answered in the Frequently Asked Questions section at the bottom of the page.
    Yes, using the GMS2 UWP export you can test your games on a regular retail XB1 by activating Dev Mode once you have registered for a Microsoft Dev Account which costs $19.
     
  5. MoisesWS

    MoisesWS Member

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    Well thanks for the answers. I read the link you provided. But it didn´t answer my question . My concern is what the official XB1 module have that the UWP doesn´t when it comes to export a playable build to the console.
     
  6. rIKmAN

    rIKmAN Member

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    The second line in my original reply to you outlined the differences: "It basically boils down to Creators Program (UWP) being able to use a retail console to develop on, having a less strict approval / certification process, not supporting XB Live Multiplayer or Achievements and not having Premium Support."

    If you want a more in depth explanation (found in 5secs by Googling): https://docs.microsoft.com/en-us/ga...d/join-dev-program/developer-program-overview

    However you don't really have a choice of which to use, because if you want to get onto ID@XBox then you will need to apply, pass concept approval and be accepted onto the program before you can even buy the module, so I wouldn't worry about which licence to use before you have either applied and been accepted or decided not to bother - in which case UWP is the only option left.
     
    MoisesWS likes this.

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