Quote: "I have been developing a new AppGameKit Player (AGK BASIC interpreter) in C# that runs on the Universal Windows Platform (UWP). My plan is to get AppGameKit tier 1 games/apps to run on the new Xbox Series X and S consoles natively."
Sounds too good to be true, but....nice work.
I should have known about the Universal Windows Platform (UWP) 5 years ago, but only recently discovered it can be used for Xbox One consoles (and forward).
So, I have been looking into that too and considering taking the C# leap.
You have beaten me to it by a mile, but I have plans to take GQ to Xboxes once I get it finished in AGK.
Quote: "I plan on using this thread to keep everyone updated on my progress."
Please do.
I wasn't going to do it the way you are.... I was just going to recode it in the new language making whatever changes I needed to.
I was day dreaming about Paul adding the Xbox builds via UWP to our export options, but knew it was just a dream.
Quote: "It only costs $19 to enable dev mode on the consoles, and then you can sideload apps in a similar manner to Android devices"
That sounds sweet, and now I have to consider stepping up to the new Xboxes.
However, the Xbox Ones are hitting Craigslist now for as little as $100 with controllers and games, now that the new consoles are out.
So, I was just going to pick up one of those Xbox Ones cheap. (yes... I am still playing on PS3 and Xbox 360, but now I can step up again to be one step behind to save money and the easiest way to recycle is to reuse, so buy used)
I think in order to use the UWP SDK for the Xboxes you have to agree to a no competition thingy... so if you release a title for the Xbox, then you can only distribute to Windows Platforms... PC.. Windows Mobile and the Xbox. (I have no problem with that if that is still the policy.?.
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Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1