Linked by Thom Holwerda on Wed 20th Jun 2012 18:38 UTC
Windows So, Windows Phone 7.5. I love it - warts and all. It has its issues, but it's so distinctive and fun it's pretty hard to not like it. So, for me, those three other people, and that cow, Microsoft today announced Windows Phone 8. It brings lots of cool new features, is built upon the Windows NT kernel and shares much of its lower levels with Windows 8, and oh, not a single current Windows Phone 7 device will be upgraded to it.
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RE[2]: Mixed feelings
by sukru on Wed 20th Jun 2012 20:04 UTC in reply to "RE: Mixed feelings"
sukru
Member since:
2006-11-19

Yes, this might be the more common scenario.

So now, you can develop in C++/DirectX and publish on Windows 7, Windows 8, Xbox 360, and WP8.

Or develop using C#/XNA and publish on Windows 7 (though no market), Xbox Indie Games, WP7, and WP8.

And for C++, you can probably port to OpenGL for PS3, Mac, iOS, and Android support as well.

So it makes more sense to code in C++ to target the maximum number of platforms.

Reply Parent Score: 5

RE[3]: Mixed feelings
by ze_jerkface on Fri 22nd Jun 2012 12:58 in reply to "RE[2]: Mixed feelings"
ze_jerkface Member since:
2012-06-22


Or develop using C#/XNA and publish on Windows 7 (though no market), Xbox Indie Games, WP7, and WP8.


Heh? No market for Windows games?

With XNA you can make normal Xbox games and also target Windows from XP

Reply Parent Score: 1

RE[3]: Mixed feelings
by zima on Sat 23rd Jun 2012 19:48 in reply to "RE[2]: Mixed feelings"
zima Member since:
2005-07-06

As far as easy "maximum number of platforms" goes... it's probably still very much C#/XNA - not only on MS platforms, also iOS, Android, OSX, Linux, and soon PlayStation Suite.

http://monogame.codeplex.com/ - with existing examples in on non-MS platform appstores.

Reply Parent Score: 2