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".

Post article RSS Related Articles

Hello my dear Rogues!

In this news I want to show you the progress I made with the "Rogue Engine Editor" - an editor I make exclusively for Caasi's Odyssey! With this editor you will create the Rogue Adventure of your dreams. At least it will enable 100% mod support for Caasi's Odyssey!

But let's start with a small video which summarizes the progress. Have fun and enjoy the trip! :)

Watch the video in 1080p @ 60 FPS!

Stay a while and listen

Let there be light

A lot of work was done in the past weeks. I implemented a full working light- and physics engine into the Rogue Engine Editor for example, but also a lot of other things. Take a look at the brand new context menu, which shows the ambient light sliders:

ContextMenu


Seeing the result directly in the editor view, makes it possible to create the mood you want for the current visible dungeon.
Another great thing is that you can change an individual light too. You can change things like color, intensity, origin, rotation and you can also give the light a texture! This creates very special ambiences:

LightTexture


The possibilities for creating different looking dungeons are already endless. Can you imagine what cool things you can do with an additional particle effect editor for example? Yeah, those are things which i'm working on and it will make the whole dungeon appearance again a lot more vivid.


Let there be physics

Yes, this also a part of our world and not only the light ;)
Implementing a physics engine into the editor was a very great and important milestone, because this also makes it possible now to have full selectable entities in the editor view:

EntitySelection


EntitySelection


It's easier than ever before to select entities and edit them.
Besides that you can edit all the physical bodies directly now and create a whole different physical environment for the dungeon. At some point during the development of Caasi's Odyssey and the Rogue Engine I talked about "magical things" like the automatical creation of a physical body just by giving the object a different texture. Now I want to show you something more concrete:

TextureToPolygon


The green area you see in this picture is a static physics body. It was generated completly automatical. You don't need to fiddle around with polygons and faces, because they are all created out of the texture you are giving the object. That's what I meaned with "magical things". It's not hard anymore to create something physical. You just need the textures...

By the way: You can choose out of different algorithms for the body creation so you will always have a great result. Oh, and everything you saw in the video above was generated automatically - just by using textures...! Can you imagine how easy it is to create a mod for Caasi's Odyssey? :)


What's Next?


I'm currently working on last important things for the first official version of the Rogue Engine Editor like the integration of the Steam SDK. And then I head back to the Caasi's Odyssey game project to finalize the port to the current MonoGame Framework. I will give you more insight in the next news. Be prepared and buy popcorn! :)

Create the Rogue Adventure of your dreams!

See you in the next news!



I hope you enjoyed this update. Don't forget to follow me here on IndieDB!

I also wish you a very nice weekend!

-sqrMin1
IndieanerGames
border v4
Cavern Crumblers available now on Steam

Cavern Crumblers available now on Steam

Cavern Crumblers

Cavern Crumblers, the single-screen local multiplayer shooter with destructible terrain is now available on Steam for $5.99.

Latest Updates August 6th

Latest Updates August 6th

The Wishgranter

Here are the latest developments on the Wishgranter. Most of the work done this month was focused on combat feel and enemy AI improvements.

Super Lumi Live - Steam Trailer

Super Lumi Live - Steam Trailer

Super Lumi Live 2 comments

Full release coming to Steam September 5th! A hard and rewarding neon platformer with ultra refined controls, a wealth of hidden depth and diverse challenges...

Super Lumi Live 0.13 - Steam Direct, Stats and Achievements

Super Lumi Live 0.13 - Steam Direct, Stats and Achievements

Super Lumi Live

So Steam Greenlight is long over and unfortunately Super Lumi Live didn't get through. To over 300 of you who voted yes, thank you so much for supporting...

Add game Games
Caasi's Odyssey

Caasi's Odyssey

Roguelike

Caasi’s Odyssey is the next generation rogue-adventure with unique gameplay mechanics such as a physics based damage system. In this adventure you’ll...

Cavern Crumblers

Cavern Crumblers

Arcade

A competitive, single-screen, local multiplayer shooter for 2-4 players with destructible terrain that focuses on a platformer-like feel with simple yet...

I Am Overburdened

I Am Overburdened

Roguelike

I Am Overburdened is a small "arcadey" rogue-like with a fun twist to the tried and true classical formula. The player takes the role of an artifact hunter...

Imagine Earth

Imagine Earth

Futuristic Sim

Planetary Colonization Imagine Earth is a real-time planet simulation and a build up strategy game. Your job as a space colony manager is to explore and...

The Wishgranter

The Wishgranter

Roguelike

Action Roguelike inspired by Classic Legend of Zelda and traditional Roguelikes.

Super Lumi Live

Super Lumi Live

Platformer

Super Lumi Live is a deceptively simple yet challenging neon platformer with refined controls, a wealth of hidden depth and diverse challenges. Navigate...

Operation KREEP

Operation KREEP

Arcade

Operation KREEP is a two-dimensional top-down couch co-op (offline) multiplayer action game. An extraterrestrial organism threatens deep space exploration...

Mad Dead Invaders

Mad Dead Invaders

Arcade

Mad Dead Invaders is a side scrolling shoot-em-up arcade game, developing for Windows, Mac and Linux platforms.

Flotilla WWII

Flotilla WWII

Turn Based Strategy

The first WWII naval game to bring base building and combat on the same map. Build factories, ports and airfields in the Pacific, bring in ships and aircraft...

Owlboy

Owlboy

Platformer

Owlboy is a 'high-bit' adventure game, where you can fly and explore a brand new world in the clouds! Pick up your friends, and bring them with you as...

Comments  (0 - 10 of 33)
Jdawgg25
Jdawgg25

I have uploaded some open-source XNA 4.0 projects on my downloads page here: Indiedb.com

I will be uploading more projects there later over time. Happy Coding :-D

Reply Good karma Bad karma+1 vote
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.

Reply Good karma Bad karma+1 vote
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.

Reply Good karma Bad karma+1 vote
CakeKing64
CakeKing64

Awesome :P

Reply Good karma Bad karma+1 vote
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

Reply Good karma Bad karma+3 votes
Arethrid
Arethrid

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

Reply Good karma Bad karma+1 vote
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

Reply Good karma Bad karma+1 vote
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.

Reply Good karma Bad karma+1 vote
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

Reply Good karma Bad karma+1 vote
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!

Reply Good karma Bad karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

DonBre
DonBre

nice! :D

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Platforms
Windows, Mobile, X360
Contact
Send Message
Licence
Public Domain
Release date
Engine watch
Follow
Share
Community Rating

Average

8.9

52 votes submitted.

You Say

-

Ratings closed.

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

Embed Buttons
Link to XNA by selecting a button and using the embed code provided more...
XNA
Statistics
Rank
62 of 752
Last Update
Watchers
110 members
Games
499
Files
296
Articles
980
Reviews
12
You may also like
Wave Engine
Wave Engine Proprietary
Raycasting Game Maker
Raycasting Game Maker Public Domain
id Tech 2
id Tech 2 GPL
AndEngine
AndEngine L-GPL
Unity
Unity Commercial
Ymir
Ymir GPL