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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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This is music that i've created to be first music of my game, this music will played in first stage (Magic Forest).


You can Enjoy the music with video! :D


And the image of recent created boss. Image Ingame.

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Post comment Comments  (0 - 10 of 28)
CakeKing64 Dec 22 2014 says:

Awesome :P

+1 vote     reply to comment
Jdawgg25 Apr 18 2014 says:

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:

+3 votes     reply to comment
Arethrid May 28 2015 replied:

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

+1 vote     reply to comment
Jdawgg25 Nov 7 2015 replied:

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

+1 vote     reply to comment
Arethrid 16hours 47mins ago replied:

(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?

+1 vote     reply to comment
Guest 16hours 48mins ago replied:

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DonBre Jun 5 2014 replied:

nice! :D

+1 vote     reply to comment
Xylemon Dec 27 2013 says:

Public Domain? What?

+1 vote     reply to comment
garry68 Dec 14 2013 says:

I generally refer to XNA as a library, surely that's essentially what it is. A library of pre-written routines that are designed for graphical and timer based recursive programming.

Having recently had a look at Unity, surely it would be wrong for someone beginning to be under the impression that XNA is remotely the same thing.

Using XNA reminds me of the old Turbo Pascal, and Turbo C environments for some reason...

+2 votes     reply to comment
Jdawgg25 Jun 12 2013 says:

Oh wait, XNA already supports .fbx! Sorry about that. The problem with XNA 4.0 is the with .fbx, it only supports the first animation take within the model. I figured out how to get multiple animations working somewhat with .fbx by splitting up the models into separate animation takes for the content processor to read them and then kind of merge them in the program.

+2 votes     reply to comment
Guest Sep 27 2013 replied:

i thought when u make a .fbx u can make many animations just write down the frames it uses and then can call them

+1 vote     reply to comment
Jdawgg25 Jan 9 2014 replied:

Yes, you can have multiple animation takes within a .fbx model. XNA 4.0 by default pulls up only the first animation take; not the others within the model. To get it working within the XNA Framework, one way is to split the model into separate animations, and then merge them in the content processor. Here is a link that describes what I am talking about but better.


+1 vote     reply to comment
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Released 2006
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Highest Rated (2 agree) 9/10

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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