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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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Blog RSS Feed Post news Report abuse Related News: Orcish Inn Pre-Alpha 0.0.14 Released

About Orcish Inn with 0 comments by StevenColling on Aug 27th, 2015

Here we go! Orcish Inn 0.0.14 is ready and with it, a new feature called "Trading Prices". Items will change their buy and sell values depending on different events, like weather or season, or randomly. The price of wood will drop for example, if you sell enough of it and the price will stabilize again over the coming days. The building menu, inventory and the pouch interface got also a rework. Finally, there is a new control scheme for transferring and using items, which will make your innkeeper life a lot more comfortable. The funny thing about these changes are, that both the item price changes and the new control scheme are basically ideas from Orcish Inn players. I'm open to all ideas which fit my vision, add something special or useful to the game and can be done with my resources (mostly time), so feel free to share yours in the Steam forums or somewhere else!

You can download the new version with your launcher or, if you are new to Orcish Inn, here:




The highlights of Orcish Inn 0.0.14 are:

  • Trading: the new big feature of this update are changing trade prices for items. The buy and sell value of every item is affected by different events and can change with a new season, different weather, random effects and the player's trading behavior, e.g. selling a lot of wood will lower the price temporarily. In the future, more specific events and clan-related upgrades will change trading prices, too. Especially the random changes will confront you with strategic decisions about when to buy and sell items: yeast prices drop—waiting or buying the required yeast now? Selling all the wood now for the required cash or waiting until it gets winter where the woods' value increase? It's all up to you! Again, balancing is not my focus with Orcish Inn yet, but if you found extraordinary unbalanced item prices, let me know!
  • Trading Interface: with the new trading system, a new page in the hub book becomes available. It let you investigate the price changes of specific items over the recent 28 days. You can also investigate specific views, like the item's random change or season-dependent change.
  • New Inventory Control Scheme: moving and using items got far more comfortable now. Before this update, you had to select and click on a "put in", "pick up" or "eat" button, if you wanted to interact with an item. Now, you just hold SHIFT and click on the item to move one instance of the selected quality from/to the storage/vendor. Holding CONTROL (CTRL) instead, moves all the items across all qualities. Usable items like food can be interacted with by clicking with the right mouse button on the item. Selecting items and qualities is done like before. Besides that, you can select transfer sizes and therefore change how many items are transferred with one SHIFT-click. Beyond this basic control scheme, there are also some tricks for the experienced Orcish Inn player. For example, you can interact with items by right-clicking on a quality selector to use an item of that quality, or on a transfer button, to use a certain amount of the selected quality. The same changes were made to the seed pouch and the interaction with seeds.
  • New Inventory Interface: the inventory and the seed pouch menu got a minor rework for the information displaying part of the interface. All the important data and the basic description are displayed in a scrollable text, now. This change was also necessary because of the new control scheme already explained.
  • New Building Menu: the building menu got a rework, too. It's organized in browsable pages and has a solid background like the other menus. It also shows only available furniture and not like before, where unavailable furnitures got displayed with a transparency effect. The menu also has an area which states the selected furniture's name, cost and data, again with a new solid background which makes reading a lot easier. New furnitures are also highlighted until they are selected the first time.
  • Buyable Furniture Blueprints: some of the furnitures (like the charcoal pile and more) aren't available at the start anymore but have to be bought from the hawker (with reputation and not money)
  • Hardware Support: Orcish Inn works again on older hardware like the version before the last one (sorry about that!)

The full changelog is available here:




The most useful thing you can do for me (besides feedback) is spreading the word! Feel free to share Orcish Inn with your friends, write or talk about it in forums and social media or tell your favorite writers, streamers or Let's Players about the game! You can also subscribe to the newsletter or follow the game on Steam:




(prices change over time; here, the wood's sell value is displayed, which increased

in summer and autumn and reached its peaks during winter)




(the new inventory interface shows all the information on a solid background and

allows to change how many items are transferred with one shift-click)




(the building menu got a total rework, including a better layout with pages,

a solid background and a better furniture description area)


Cheers,
Steven Colling

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Post comment Comments  (0 - 10 of 25)
CakeKing64
CakeKing64 Dec 22 2014 says:

Awesome :P

+1 vote     reply to comment
Jdawgg25
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:
Github.com

+3 votes     reply to comment
Arethrid
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
DonBre
DonBre Jun 5 2014 replied:

nice! :D

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

Public Domain? What?

+1 vote     reply to comment
garry68
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
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
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
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.

Metlab.cse.msu.edu

+1 vote     reply to comment
Jdawgg25
Jdawgg25 Jun 12 2013 says:

Many XNA developers moved to Unity because it uses C# and they don’t want to spend the time it takes to create that same kind of game in XNA. It would take longer to create a First person shooter in XNA than it would using Unity, (unless you are using a 3d game engine built upon XNA like Digital Rune) because you have to hard code just about everything. That’s the goal of game engines, to help people save time developing games. XNA does make it easier somewhat to display 3d models with its Model class and Draw Method and display 2d stuff using the SpriteBatch but for the most part you have to do majority of the work yourself. If you are serious about publishing a game using Unreal Engine 3, you have to go through Epic games to have it approved because after all… it’s their game engine. It’s like the old saying, anybody can use Photoshop but designers use it well. Well same with game engines. Anybody can learn to import models into UDK, hit a play button and run around in first person and learn to use Unreal Script but professionals use it well. Regardless of what the media and many critics say about XNA being dead, I am still using it. People create their own engines or modify older game engines all the time. Brink uses a Modified version of ID Tech 4 which surprised me. Bring probably would have performed better and rendered all of its textures better with ID Tech 5 but ID Tech 5 came out much later. Many people moved away from XNA because they want to support the latest versions of DirectX. My game engine not only supports .X models and maybe not the latest version, but I programmed it to support obj, .fbx, and I am working on making it support .dae which are Collada files.

+3 votes     reply to comment
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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.

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