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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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

The Splash Screen

The first thing a player will see when starting a user created mod of Caasi's Odyssey, is the splash screen or loading screen. I recently added the 'Splash Screen Editor' in the latest update, which makes it possible now to modify the built-in splash screen.

Because it is a general rule for the Rogue Engine Editor that everything from the base game becomes moddable to give 100% mod-support, it was important for me that the user or modder is able to modify every single aspect of the splash screen.

But before we are talking about details, please take a look at the default splash screen:

Splash Screen Default


It basically contains the following objects:

  • Splash Logo (Texture)
  • Loading Title (String)
  • Loading State Title (String)
  • Loading Frame (Texture)
  • Version Title (String)
  • Background (Color)

And each of these objects has its own color value, which means that the text values (strings) can be colored as well as the texture values.

Editing the colors of a texture enables a kind of post processing to the splash screen, simply because it's easier to modify the assembled splash screen as a whole and defining the final 'mood' of the splash screen scene. Playing with colors means playing with feelings. And giving the mod-user the 'right' feeling before he actually starts playing the mod, is a great way to set the player into the desired feeling / mood as a small but effectively preperation.

It has something to do with 'immersion', which is also an important thing for me. The game or the modification of the game can be very simple, but it can draw the player deep into it, when all the values a merging into each other.

Let's take a look at a small modified splash screen using the new splash screen editor:

Splash Screen Modified


Note the following changes:

  • We exchanged the game logo with the logo of the Rogue Engine Editor.
  • We exchanged the default font with the 'Quartz' font, which has digital glyphs. Further we edited this font with the new text editor with syntax highlighting.
  • The 'Loading Title' now says: "MonoGame Rules 100%" and it's colored in a purple tone. (MonoGame is the framework i'm using to create the Rogue Engine and Caasi's Odyssey)
  • The 'Loading State Title' is colored in a blue tone.
  • The 'Loading Frame Texture' was changed and colored in the same tone as the 'Loading Title'.
  • The 'Version Title' is colored in an orange tone. When booting the mod, this value will display the current game version. I'm thinking about giving the modder the possibility, to add in the version of his mod too. But this is something for the future.
  • The background is still like the default one.

As you can see: there are even a lot of possibilities to modify the splash screen of a mod project!


Project Management

As I promised in the last news, I also worked hard on the project management feature, so it becomes possible for the modder to work on multiple projects at the same time!

Mod Loading


This allows to test out different things without loosing the progress made with a custom project. Generally it's a good idea to have the option to work on more than just one project I think ;-)

When you are creating a new project or loading an existing one, then you will be notified about the on-going (but very fast) progress in the output log:

Mod Switch

You can easily switch your projects without loosing your stuff. Just play around with all the options you have to create something inspiring!


What's Next?

I'm currently adding the special rooms from the game to the editor, so it's possible to modify them too. I will give you more insight in the next news. Be prepared and buy popcorn! :)

What? You want to see something now? Well... ok, ok... take a look at this:

Editor Viewports


In the bottom left corner you can see that I already implemented a special room; it's the 'Special Item Room', which gives the player a special item or enchantment when he enters this room.

Furthermore the editor already got multi viewport support! This allows the modder to quickly compare different rooms and modify each room in realtime!

It's good for me to see, that the hard work in the past slowly transforms into something special and unique, but I know that there is still a long path to travel. Maybe you want to travel with me? I have beer.

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 week and weekend!

-sqrMin1
Indieaner Games
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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

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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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