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Les jeux dématérialisés [XBLA, PSN, eShop, PC] Les petits jeux qui en remontrent aux plus grands...
#2297
Posté 15 février 2012 - 20:56
Petite question en passant :
La mise à jour hebdo du psn se fait vers quelle heure ?
Merci d'avance.
La mise à jour hebdo du psn se fait vers quelle heure ?
Merci d'avance.

"I don't change my style for anybody. Pussies do that. " Michael Fucking Bay
#2298
Posté 15 février 2012 - 21:07
En général ça se fait plutôt en fin de journée vers les 18h, normalement ça devrait être bon là.
Edit: Ca y est, ils ont enfin sortis une dizaine de titres PS2 classics sur notre store (Godhand, les deux Maximo, Neo Contra et quelques autres)
Edit: Ca y est, ils ont enfin sortis une dizaine de titres PS2 classics sur notre store (Godhand, les deux Maximo, Neo Contra et quelques autres)
#2299
Posté 15 février 2012 - 21:52
Putain et pour une fois y a carrément plus de choix que sur le psn US

"I've been in restaurants all night... and all I got served was lead"
#2302
Posté 23 février 2012 - 19:23

"I've been in restaurants all night... and all I got served was lead"
#2303
Posté 23 février 2012 - 22:03
J'aurais bien aimé un nouvel episode, mais bon va falloir se contenter de cette version psn/live ...
"C'était vraiment trés intéressant..."
#2304
Posté 24 février 2012 - 14:08
Yes! (yesyesyesyes) The next dreamcast game, ça autorise quand même a espérer une suite non?
#2306
Posté 24 février 2012 - 14:16
#2307
Posté 24 février 2012 - 14:18
Ouep. Je relance un coup et te donne de plus amples détails. (c'est pas celui-ci qui va arriver sur le PSN/XBLA?)
#2309
Posté 24 février 2012 - 14:24
#2310
Posté 25 février 2012 - 19:19
Phantom., le 13 janvier 2012 - 10:30 , dit :
Hum, ça n'a rien d'une rumeur, c'est de ça dont je parlais sur un autre topic quand je disais qu'ils avaient des conditions générales d'enculés (si le XBLA est tellement supérieur au PSN, c'est pas totalement pour rien ^^)
C'est pour ça que pour Joe Danger par exemple, ils ont été obligés de sortir une édition spéciale avec des trucs supplémentaires par rapport à la version PS3, et ils ont même été jusqu'à déclarer qu'en fait, la version PS3 était le betatest du jeu qu'ils voulaient vraiment faire (à 13 euros, merci bien quoi) La Team Meat a pas mal critiqué Microsoft aussi, et c'est aussi eux qui imposent le prix de vente au développeur.
C'est pour ça que pour Joe Danger par exemple, ils ont été obligés de sortir une édition spéciale avec des trucs supplémentaires par rapport à la version PS3, et ils ont même été jusqu'à déclarer qu'en fait, la version PS3 était le betatest du jeu qu'ils voulaient vraiment faire (à 13 euros, merci bien quoi) La Team Meat a pas mal critiqué Microsoft aussi, et c'est aussi eux qui imposent le prix de vente au développeur.
Citation
"Titles for Xbox 360 must ship at least simultaneously with other video game platform, and must have at least feature and content parity on-disc with the other video game platform versions in all regions where the title is available," it reads. "If these conditions are not met, Microsoft reserves the right to not allow the content to be released on Xbox 360."
This also applies to Xbox Live Arcade games. Other Online Content "must simultaneously release on Xbox Live Marketplace in all regions where the game is available". Any demo on Xbox Live Marketplace "must ship within the same week of its launch on other video game platforms or via magazines".
This also applies to Xbox Live Arcade games. Other Online Content "must simultaneously release on Xbox Live Marketplace in all regions where the game is available". Any demo on Xbox Live Marketplace "must ship within the same week of its launch on other video game platforms or via magazines".
Citation
Provinciano's contract stipulates that Retro City Rampage must not appear on other platforms for a limited period of time. But some other platforms, which he refuses to divulge, are not covered by the clause. "If I really get screwed on the launch I can put it out on some other platforms immediately, because they aren't covered in the contract," he says with a glint in his eye.
"First we wanted to create an Xbox Live version of Machinarium," Amanita boss Jakub Dvorský says. "Microsoft contacted us some time ago. They were interested and very nice. But after about half a year of negotiations, they told us they were not interested anymore because they decided they don't want to support games which are not Microsoft exclusive. We had already released the game for Mac and Linux, so they said they were not interested anymore."
There are other rules. To get your game published on Xbox Live, you either need to sign with a third party publisher, such as EA or Sega, or go through Microsoft Studios directly, in which case you are forced to sign an exclusivity deal. "And they don't give you a penny," Provinciano reveals. "It's just an unfortunate thing."
"If your game has come out on another platform before they will never publish it, except if you're dealing with a big publisher," says Phil Fish, creator of upcoming Xbox Live Arcade exclusive Fez. "Big publishers get to bypass these rules and release whatever they want whenever they want, which is kind of bullshit, because, like, why?"
"I was afraid for years that would happen to us, we would have a new guy come in who would be like, no more pixel art games, no more 2D platformers and we would just get cancelled. That's happened to people I know, that they had a contract with Microsoft, they were greenlit for release, but for whatever reason Microsoft decided they were no longer interested. And they don't even give you a reason at that point. They just say you're no longer coming out on XBLA. That could still happen to us. It's ridiculous."
"Microsoft chooses the slots when you get released," he says. "It is a wide window. I could submit it in December and it could be several months after. But it'll probably be released relatively soon after I submit it. Fingers crossed. But it's luck of the draw. It's really tough. There's no guarantee on anything.
"First we wanted to create an Xbox Live version of Machinarium," Amanita boss Jakub Dvorský says. "Microsoft contacted us some time ago. They were interested and very nice. But after about half a year of negotiations, they told us they were not interested anymore because they decided they don't want to support games which are not Microsoft exclusive. We had already released the game for Mac and Linux, so they said they were not interested anymore."
There are other rules. To get your game published on Xbox Live, you either need to sign with a third party publisher, such as EA or Sega, or go through Microsoft Studios directly, in which case you are forced to sign an exclusivity deal. "And they don't give you a penny," Provinciano reveals. "It's just an unfortunate thing."
"If your game has come out on another platform before they will never publish it, except if you're dealing with a big publisher," says Phil Fish, creator of upcoming Xbox Live Arcade exclusive Fez. "Big publishers get to bypass these rules and release whatever they want whenever they want, which is kind of bullshit, because, like, why?"
"I was afraid for years that would happen to us, we would have a new guy come in who would be like, no more pixel art games, no more 2D platformers and we would just get cancelled. That's happened to people I know, that they had a contract with Microsoft, they were greenlit for release, but for whatever reason Microsoft decided they were no longer interested. And they don't even give you a reason at that point. They just say you're no longer coming out on XBLA. That could still happen to us. It's ridiculous."
"Microsoft chooses the slots when you get released," he says. "It is a wide window. I could submit it in December and it could be several months after. But it'll probably be released relatively soon after I submit it. Fingers crossed. But it's luck of the draw. It's really tough. There's no guarantee on anything.
Poutain mais comment ça a l'air de tuer, Retro City Rampage !!!
http://www.retrocityrampage.com/
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