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.?.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1