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Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system.

The XNA toolset was announced March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006. XNA Game Studio 2.0 was released in December 2007, followed by XNA Game Studio 3.0 on October 30, 2008. XNA Game Studio 4.0 was released on September 16, 2010 along with the Windows Phone 7 Development Tools.

XNA currently encompasses Microsoft's entire Game Development Sections, including the standard Xbox Development Kit and XNA Game Studio.

The name "XNA" originated out of the project's development name, Xbox New Architecture. Instead of being released under the Xbox name, the Xbox 360 was released (2005), and XNA came to stand for "XNA's Not Acronymed".

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Emission Levy

The emission levy (as shown in the image above) is a new rule introduced to add some fairness to the aspect of global pollution. Once the climate balance of the planet falls into negative, the companies with high emissions have to pay charges to the companies whose emissions are below the average. A good incentive to reduce emissions.

New Take Over Rules

The last alpha version 21 introduced to possibility to take over opponent cities by buying 50% or more of their taxes. We have collected your feedback and added our own ideas to further refine this.

2016 04 30 TakeOverTower

The value of a colony itself is now much higher to make sure freshly build colonies are worth more than 5-10% shares. Additionally we changed the rules for watchtowers (!):

  • A watchtower that has no connection to a colony center will be lost. This can happen when (A) an opponent takes over a colony or (B) a connecting watchtower is destroyed.
  • Watchtowers that have no owner and are adjacent to your colony can now be taken over by paying some money.

This makes the whole process of taking over opponent colonies a bit more interesting and challenging.

New Preview in Tech Menu

All buildings and their upgrades have received new preview images that are show when hovering them in the tech menu.

2016 04 30 TechPreview

Harvesting Forests & Mining Rocks

With the new version you no longer earn money when harvesting forests. Instead you receive goods every tick until you cancel the harvest process or the forest is uprooted.

2016 04 30 HarvestGoods

This is also the case for rocks. Mining them now also gives you goods that can be used by your population. Important: Harvesting forests with the chainsaw tool and blasting rocks will give you only a part of the goods and you will need a storage to keep them, because everything is earned at once.

2016 04 30 TimberAndBricks

Influences of Temperature

The temperature of a planet field is shown at the bottom left of the screen in the field info panel. Farms and some forest types are affected by cold temperatures. The following screenshots shows an industrial farm that was build on a field with a temperature of -8°C. This extremely reduces the amount of food produced, as shown in the message panel.

2016 04 30 Temperature

Changes to Savegame Directory Structure

We have simplified the directory structure of savegames (left old, right new). When you start the new released version of Imagine Earth everything should be changed automatically. However, it's always possible that something goes wrong. If savegames are missing please check the directory structure and write a support request to support@imagineearth.info.

2016 04 30 DirStructure


MonoGame Portation

Imagine Earth has been developed using Microsoft XNA - an easy game framework that is no longer in active development. Luckily members of the XNA community started to develop MonoGame which now can be used as an open source replacement. This makes it a lot easier for us to find bugs and enhance the performance of Imagine Earth (e.g. by using DirectX 11). In addition it enables us to port Imagine Earth to other platforms, though this is not something we plan to do at the moment. Long story short: During the last weeks a lot of time went into porting Imagine Earth to MonoGame - especially sounds and music. Since a new technology might also introduce new bugs we will start a public test in the next days. Stay tuned if you are interested in helping us to make sure everything runs smooth.

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Post comment Comments  (0 - 10 of 32)
Jdawgg25
Jdawgg25

Finally! MonoGame is coming to Xbox One. MonoGame implements XNA 4.0 and allows developers to port their games to other platforms besides the default platforms supported already by the XNA 4.0 Framework. Link: Twitter.com

Also, I need to correct myself on an older post. Unity has Mono built into it, not MonoGame. So if you are eager to finish your XNA game, with some work, it is possible to import your XNA or MonoGame project into Unity. Mono is a cross-platform open source implementation of Microsoft's .NET Framework. It is based on the ECMA standards for C# and the Common Language Runtime.

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Jdawgg25
Jdawgg25

With MonoGame 3.4 (which is the continuation of XNA 4.0) for Visual Studio 2015, it is now possible to create a game for Universal Windows Platform (UWP). This also makes it possible to get your XNA project to run on Windows 10 with UWP. Since the Xbox One dev kit supports UWP, it might also be possible to get a MonoGame project running on it.

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CakeKing64
CakeKing64

Awesome :P

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Jdawgg25
Jdawgg25

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for the source code:
Github.com

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Arethrid
Arethrid

Interesting but what about the performance? I persume it would drop radically under such conditions.

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Jdawgg25
Jdawgg25

My apologies for replying back so late. Under such conditions, it is possible for the frame-rate to drop. By performance, are you referring to graphics specifically? I sometimes rarely hear people speak of physics performance or audio performance. Honestly it depends how the XNA game was coded prior to being imported into Unity. It would be best to fix garbage collection issues in your XNA game project before importing it into Unity. There are many ways to help increase performance in your XNA project prior to importing it into Unity. Its a question of whether or not you are CPU or GPU bound. Using the CLR Profiler can help you find out. Things like changing foreach loops to for, multi-threading, using StringBuilder instead of String, and using DrawUserPrimitives are just some ways to help the frame-rate. In my game constructor, I set the following to false: IsFixedTimeStep = false; and graphics.Synchr

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Arethrid
Arethrid

(Sorry for the double post. I didn't realize that I was logged out)

No problem. Yes, I was referring to the graphics performance.
You mentioned DrawUserPrimitives(). So far I have only used it in 3D with Vector3. Do you use DrawUserPrimitives in 2D as well? If so are you still using a Vector3 and just projecting 3D data on an orthographic view? Do you know if vector2 can be used with vertecies and triangles?
Thanks.

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Jdawgg25
Jdawgg25

For drawing primitives in 2D, you really just need to know what to tell the system to make it work. Check out this great tutorial for more information. I hope it will further answer your questions as it has helped me.

Bit-101.com

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Arethrid
Arethrid

I checked the link you posted, after seeing it I remembered that I checked the same blog long ago (might be a couple of years ago). Turns out the author is talking about what I was refering in my comment. Projecting Vector3 vertecies on an orthographic view. It was good to read it again. Thanks a lot for the reply and the link.
Cheers!

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DonBre
DonBre

nice! :D

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It's not an engine, its a framework basically a template to directX. I really like it because it allows you to develop for 3 Microsoft platforms and can port them easily.

Jul 14 2012 by atsebak

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