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Atlantic Flight One – More Lessons

Posted by (twitter: @JDBunnell)
December 20th, 2011 6:22 pm

I had a friend call me today and ask why he was receiving an error while trying to play my game – Atlantic Flight One.

Terrible, terrible, terrible error message. :(

I immediately realized that I’d built my game without changing the target profile in the XNA settings from “HiDef” (the default) to “Reach”.  This means that the game suddenly demands a much more powerful video card than it even comes close to needing. Overlooking something this simple means I’ve potentially risked limiting the number of people that can run (and vote) my game. :(

Lesson learned …

Always review your project settings.

If only I would’ve taken 5 seconds to double check these settings when I started the project …

I hope everyone gets a chance to get out my entry.  I really enjoyed the competition and am already looking forward to April 2012.  Hopefully, no one runs into this problem with my entry.

2 Responses to “Atlantic Flight One – More Lessons”

  1. Quimby says:

    Well, that sucks… lesson learned. :)
    AF1 is one of the best games I’ve played so far, so I really hope most people are able to play.
    I don’t see it being too much of a problem as most of the people who entered the contest are devs with sufficiently decent machines; Just go recompile it for your mates and upload the fixed version as an alternate download.

  2. JoeDev_net says:

    Almost made the same mistake with mine, but right before I did a final build I remembered to check what profile I was using. I actually planned on posting to the site about making sure XNA games were set to reach (assuming they could be), but ended up getting too busy submitting and I forgot.

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