Posts Tagged ‘xbox live’

Xbox Live Gamercard Windows Sidebar Gadget

I guess I didn’t learn my lesson with the TopProcess Sidebar gadget, because today when I got home from work I was itching to make another. This time I figured I could stick to something much simpler. I had looked around for a Sidebar Gadget that would display an Xbox Live Gamercard, but none of the ones I wanted fit the bill. So I quickly whipped up my own.

This one is pretty standard. It lets you set which gamertag to use, and you can drop any number of them on your sidebar. When the gadget is docked, it scales down to fit into the sidebar, but when it’s undocked it displays at full size. Really, there’s not a lot to it. Once again, please check it out at my Sidebar gadgets page and go rate and review it at Windows Live Gallery.

XBList 3.0 released

Well, I’ve finally gotten around to releasing a version of XBList that’s good enough to call 3.0. Last year I posted a look at what I thought should be in the next XBList. The most major has been the transition to .NET 2.0. Besides the increased stability and power of the new framework and doing things “the 2.0 way”, I ended up rewriting most of XBList’s innards in an effort to make it more maintainable, cleaner, faster, and more stable. That’s all in there, even though you don’t see it. Emblem loading, in particular, is much more robust. I also went out of my way to simplify the app and put in those little features that had been bugging me forever. For example, XBList now remembers if you’ve collapsed a category (like “Offline”) instead of expanding it each time. And a list refresh won’t always scroll to the top like it used to.

XBList Vista icon

However, there are a couple of very visible changes. First, you’ll now get a little tray icon and message bubble whenever there are new messages waiting for you at Xbox.com. This is really exciting for me, since it means that friends can invite you to a game and you’ll know about it right there on your desktop. It’s a new feature, and I’ll be working on it more, but I hope everybody likes it. The other thing is that XBList has a new icon and a new set of graphics. There’s an animated sign-in screen, a chilling error screen, and better indicators in the system tray. I never liked the old XBList icon (which was just the old Xbox logo, cut out), and this one feels much more professional, as well as having its own identity, which isn’t to say that it doesn’t owe a lot to the Xbox 360 UI team.

One last thing: I never got a chance to try it, but people complained that XBList 2.2 didn’t work on Vista. I think XBList 3.0 might (and I created a spiffy Vista icon for it) so please give it a shot and let me know if it works!

Passport changes screw up XBList 2.2

I’m still working on XBList 3.0 (though not as much as I’d like, between work and a social life). However, I noticed today that XBList won’t auto-signin to Passport anymore. Bummer. It has to do with the new live.com ID stuff. I promise this will be fixed in XBList 3.0, but in the meantime, you can just fire up Internet Explorer, log in to Xbox.com, and XBList will start working again.

Status Update on XBList 3.0

So an update on how things are going with the next version of XBList. I’ve gotten a few questions about when I’ll support the new ability to do messaging between Xbox.com and Xbox 360, and I put out a bunch of questions in my last post, talking about how much overhaul to do to XBList. Well, I’m going full in. I’ve already done a lot of work on it, and there’s a lot to be done. I think the end result will be a cleaner, faster, prettier XBList. The bad news is that this is going to take time. The worse news is that I’ve gotten distracted with other projects, and other things (like Burnout Revenge, and enjoying the beautiful Northwest). It’s just been hard to sit down and crack open Visual Studio these days. I do expect to have a nice new version of XBList out before too much longer, however.

Why don’t more games get online multiplayer right?

It should be no surprise to people who have looked over BRH.numbera.com, or who know me even in passing, that I love Halo 2. The game is a lot of fun, and was obviously built with a lot of care. However, I’m always on the lookout for a good online game, especially one for the Xbox 360, since I really like what Microsoft has done with Live on their next-gen platform. However, no matter what game I’ve played, I’ve been disappointed. Halo 2′s approach to multiplayer has essentially spoiled me to all lesser implementations. From here on out, I expect three things from Live-enabled games. These three things have so far been present only in Halo 2:

  1. Matchmaking Parties
  2. Playlist Matchmaking
  3. Split Screen over Live

Matchmaking parties are a group of friends, who get together online to move through the matchmaking system as a unit. For example, me and three of my buddies can get together and join the Team Skirmish playlist in Halo 2. We’ll always be in the game together, no matter who else gets matched with us. This means we get to play 8-player matches, but we don’t need to set up a custom match. As a result, we get into matches quickly, and enjoy all the benefits of playlist matching. In contrast, while The Outfit allows me to play 2 on 2 and 3 on 3 team matches, it doesn’t allow me to enter the quick matchmaking with a friend as my teammate! This brings the likelyhood of me playing a team game down to about 0.

Playlist matchmaking was a feature of Halo 2 that actually received a lot of scorn early after the release of the game. The old way of getting a match going (and still the default way for many games) was to create a room, select the options, wait for people to join your room, wait for everybody to get ready, then play. With this strategy, getting a game together took a while, you have to make decisions about gametypes or maps or options, and you’re not very likely to switch things up between rounds, or play with different people. In Halo 2 (and some newer games) you simply select a playlist that contains the general type of games you want to play. A random, preconfigured game gets chosen from the playlist, you get matched with other people wanting to play that playlist, and you’re off. Combined with matchmaking parties, this means more time in the game, more variety, and a more diverse group of opponents.

Split screen over Live is one of those features that for the life of me I can’t understand why it isn’t default everywhere. In Halo 2, or Crimson Skies, or a small handful of other games, you can have two or more people connected to your console, on your TV, while you are online playing with other people. This means, for example, that me and my girlfriend can both play Halo 2 online with our friends back East simultaneously. Amazingly, this capability is rare in Live games. X-Men Legends 2, the online successor to a great party game, allows only one person online at once, even though it doesn’t even need to split the screen for multiple people. Burnout Revenge is the same way. The game has split screen multiplayer, and online multiplayer, but never the two shall meet. Perhaps it’s a good assumption that most gamers only play games by themselves, but I would imagine a situation where the Xbox is shared between members of a household is pretty common.

The lack of any one of these three features basically kills an online game for me. And I really can’t understand it – most game developers must have played Halo 2. Why can’t they just rip off these ideas? Why aren’t these features part of the Microsoft livensing guidelines? Can it really be that the designers of a great game like The Outfit, which is really a multiplayer-only game, never tried to play their game online with friends?

Here’s hoping the next generation of games truly understands online multiplayer the way Bungie does. And here’s hoping Bungie comes up with 3 new indispensable features for Halo 3.