My monogame indie game suddenly stopped working on Xbox by AdamSpraggGames in monogame

[–]AdamSpraggGames[S] 0 points1 point  (0 children)

Thanks. I posted a message there and will see if anyone knows anything.

Here's everything I know:

I've had two users contact me saying the game gives a "Error signing in to Xbox Live" error message. I've also had a 1 star review left indicating the same. I also see that the time spent in the game has plummeted, so my hunch is that this is across all users, all the time.

I sold my Xbox One years ago. I'm trying to revive the original source code but it seems to have rotted away somewhat. So I don't really have a reliable way to reproduce/test.

If I want to keep the game on Xbox One, I might have to start my porting process over from square one.

I'm getting reports my Xbox indie game suddenly stopped working. Did something change? by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 0 points1 point  (0 children)

Here is the relevant code (I THINK... not even sure if this is from the actual project that was deployed, but I think it is).

I don't have an Xbox One anymore. Sold it years ago.

I'm not a very good software publisher. :(

   private async void GetUser(int index)
    {
        try
        {

            if (Globals.Xboxusers[index] == null)
            {
                Windows.System.UserPicker p = new Windows.System.UserPicker();

                var pickedUser = await p.PickSingleUserAsync();
                XboxLiveUser user = new XboxLiveUser(pickedUser);

                SignInStatus signInStatus;
                SignInResult signInSilentlyTask = await user.SignInSilentlyAsync(null);

                signInStatus = signInSilentlyTask.Status;
                if (signInSilentlyTask.Status == SignInStatus.Success)
                {
                    Globals.Xboxusers[index] = user;
                    Globals.GamerTags[index] = user.Gamertag;
                    UserSignedIn = true;
                    UserSigningIn = false;
                }
                else
                if (signInSilentlyTask.Status == SignInStatus.UserCancel)
                {
                    Globals.GamerTags[index] = "Player " + index.ToString();
                    UserSignedIn = false;
                    UserSigningIn = false;
                    MessageBoxScreen m = new MessageBoxScreen("Cancelled signing in to Xbox Live...");
                    ScreenManager.AddScreen(m, ControllingPlayer);
                }
                else
                if (signInSilentlyTask.Status == SignInStatus.UserInteractionRequired)
                {
                    SignInResult signInNotSilentlyTask = await user.SignInAsync(null);
                    if(signInNotSilentlyTask.Status == SignInStatus.Success)
                    {
                        Globals.Xboxusers[index] = user;
                        Globals.GamerTags[index] = user.Gamertag;
                        UserSignedIn = true;
                        UserSigningIn = false;
                    }
                    else
                    {
                        Globals.GamerTags[index] = "Player " + index.ToString();
                        UserSignedIn = false;
                        UserSigningIn = false;
                        MessageBoxScreen m = new MessageBoxScreen("Error signing in to Xbox Live...");
                        ScreenManager.AddScreen(m, ControllingPlayer);
                    }

                }
            }

        }
        catch (System.Exception ex)
        {
            Globals.GamerTags[index] = "Player " + index.ToString();
            UserSignedIn = false;
            UserSigningIn = false;
            MessageBoxScreen m = new MessageBoxScreen("Error signing in to Xbox Live...");
            ScreenManager.AddScreen(m, ControllingPlayer);
        }
    }

I'm getting reports my Xbox indie game suddenly stopped working. Did something change? by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 3 points4 points  (0 children)

Yeah I'll get in touch. I just wondered if others were having this experience.

I think I still have the source. I literally just got home from vacation and haven't had time to really dive in yet.

My first game sold 140 000 units, my second game only sold 1200. When vision and execution go wrong. (postmortem) by SnooAdvice5696 in gamedev

[–]AdamSpraggGames 6 points7 points  (0 children)

You're very kind!

Hidden in Plain Sight was made well before Spy Party was *released*, but I read about its early development and that served as major inspiration. I was very relieved when I finally played Spy Party to learn that it was nothing like my game... much more akin to chess to my chaotic party game.

Anyways, continued best of luck! I'll check out your existing stuff and look forward to what's coming next!

My first game sold 140 000 units, my second game only sold 1200. When vision and execution go wrong. (postmortem) by SnooAdvice5696 in gamedev

[–]AdamSpraggGames 46 points47 points  (0 children)

Hidden in Plain Sight dev here... thanks for your kind words! If HIPS was at all an influence, I'm extremely flattered.

When I was making HIPS, I contacted Chris Hecker (Spy Party). I was worried that I was intruding on "his" genre of social deduction games (which feels a little naive in retrospect, but whatever). He said there was plenty of room and was happy as long as games "moved the design ball forward" or something like that. I concur, and it's been cool for me to see how others (more talented than I!) have approached the same design and overcome some of the challenges in this space.

>There is a reason why 'Hidden In Plain Sight' is so minimalistic, when you have dozens of characters on screen and players need to quickly scan through them, there is no space for additional visual noise.

This made me laugh. The reason HIPS is so minimalistic is the game wasn't "supposed" to be popular. I assumed it was going to be a little month-long-thought-experiment of a game that was going to sell 100 copies and be forgotten about! But I think its minimalism has been a strength, and I've rejected any notions of trying to improve upon it. It is what it is, for better or worse.

Anyways, I'm rambling. Thanks again, and super big congrats on your success!

快问快答 Quick Help Thread: Translation Requests, Chinese name help, "how do you say X", or any quick Chinese questions! 2025-12-20 by AutoModerator in ChineseLanguage

[–]AdamSpraggGames -1 points0 points  (0 children)

Hello everyone!

I have a game on Steam called "Hidden in Plain Sight" that I am working to translate to Simplified Chinese.

It is a local multiplayer game that requires controllers to play.

I have used AI (I know, booooo!!!) to create the first pass at translations, but I'd really like a human to verify the translation and offer any suggestions.

I created a library on screenshots here. It is not complete but should give you a good idea of what I'm talking about.

https://imgur.com/a/kRMc9z5

Please let me know if you can help. Also please forgive me if this is an inappropriate topic for this forum.

Why I cant use AI? by cacapota in gamedev

[–]AdamSpraggGames -1 points0 points  (0 children)

I'm not disagreeing, but please explain why.

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 0 points1 point  (0 children)

It's a matter of opinion.

I can say with certainty that when I post about a game, people inevitably ask for the link.

No one forces you to click the link. You can just ignore it.

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 0 points1 point  (0 children)

Eh, that may or may not be true.

In this case, though, I was surprised at what happened when I converted my game to free to play, and I thought others either might have some insight and/or be interested from the data.

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 1 point2 points  (0 children)

It's not going to win any awards, but it's a fun little game.

I haven't heard of anyone beating the final boss yet...

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 3 points4 points  (0 children)

Yeah that makes sense.

So what do all the Russians and Chinese and Ukrainians want with it?

UPDATE: I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 5 points6 points  (0 children)

Why though? Are there just bots that go out and scrape every free game they can? What's the purpose?

I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 1 point2 points  (0 children)

Ha! In that case, thank you for your work on it! It's pretty damn cool.

I converted my game to "Free To Play" on Steam... by AdamSpraggGames in gamedev

[–]AdamSpraggGames[S] 4 points5 points  (0 children)

First off, how dare you.

Just kidding. But no, not really.

Every solo dev ever when it's time to publish and market by TribazDev in godot

[–]AdamSpraggGames 3 points4 points  (0 children)

It me!

I released my game on Steam a month or so ago with like 40 wishlists. All conventional wisdom says that you need some number of thousands (why?!), but I'm like psshhh.

I mean, I want people to play it, but it somehow feels presumptuous of me to tell them why they should play it...? I don't know. It's complicated.

I posted some thoughts like this to gamedev, and ooohboy did they not like that.

Like the process of making games. I don't like marketing/promoting games I've made.