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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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GameLogo

Welcome to my world, rogue!

Are you in good shape? Because now you will see a real ghost! And it will be your best friend, because he will follow you till the end...

Watch him rotating the whole screen in 720p at 60 FPS



Like a Boss

In the last news I talked about the polarity switching boss Magneto and his crazy abbility to attract and distract magnets, which became a real danger for the player.
But what is so different between a boss fight and the fight against a normal monster?

I would say it's the kind of way how special effects of attacks are used and explicitly what kind of attacks they have. Further it's the kind of way the player moves and reacts to changes of the environment.

In case of the boss 'Ghost' you are confronted with a screen rotation effect which automatically changes the direction the player walks, because he needs to rethink how the controlls work - e.g. if the screen rotates left, then the player needs to press the up-button to move left! For that I didn't even change the controlls; it's just because of the new screen orientation.

Additional the boss can shoot multiple 'Ghost Balls' towards the player or in a circle, which can't hit the environment; this means the player can't hide behind torches for example, like he is used to during normal monster fights.
Further the skin of the boss itself is permeable, which allows him to move through walls. Atleast the player bullets can hit him and do damage... phew!

GhostBall.anim
GhostBallAnim

Anatomy of Ghost

Let's talk about Ghost in more detail!

The Animations

Idle_1.anim

Idle_1.anim


Idle_2.anim

Idle_2.anim


Death.anim

Death.anim


The Skills

  1. Multi Shot [First Attack] : Shoots 4 Ghost Balls towards the player
  2. Attraction Charge [Second Attack] : Raises the movement speed
  3. Screen Rotation [Switch Attack] : Rotates the screen left or right
  4. Circle Shot [Near Player Attack] : Shoots 10 Ghost Balls in a circle around him

Steam Greenlight and Early Access

Ghost was the last boss for the early access content. Currently I'm doing the last things for the playable demo version, so you can test all the game mechanics by yourself.
To know what's all in the demo or in the early access version, you can visit my Trello board and follow the roadmap; see the links below.


Please track the game here on IndieDB to be up to date.

I hope you enjoyed reading the news. Just come back to read more!

Take care and have a nice day.

-sqrMin1

Live your dreams!

New Demo!  Tons of Graphics Options!

New Demo! Tons of Graphics Options!

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Yellow Desire

Game Overview 3

Yellow Desire 0 comments

Added lights, highlighted enemies, fixed some bugs, added torch and Map enhanced.

Second Boss - Magneto!
Caasi's Odyssey

Second Boss - Magneto!

Caasi's Odyssey 0 comments

The second boss fight is done! Fight against magneto, who fights with gravity, magnets and more. Watch the video and enjoy some action!

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Shield and Ball last update

Shield and Ball 0 comments

The last article about Shield and Ball where you will see it's current condition.

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Post comment Comments  (0 - 10 of 31)
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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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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