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".
Radio NoisesWhen characters speak, the voice output is sometimes missing because we have added new content to the game since the dubbing. The replacement sounds no longer sound like talking backwards, which irritated many people. Instead, they sound like real radio interference.
Holographic ProjectionWe’ve also added a fancy holographic projection effect. When characters radio in and out.
Building DebrisDamaged and destroyed buildings now emit a rain of components that have been loosened by the explosion. I don’t know if anyone noticed, but they were rocks ;D
Cancel actions for items You can now only cancel item processes with a quick right-click, so that you don’t accidentally deactivate them when moving the camera.
Bookmark PanelDescriptions of buildings are now displayed in the bookmark panel. A planet icon is now displayed outside the construction area.
More Improvements
Bug Fixes
Dear Space Colony Managers, a lot has been going on behind the scenes in the last few months, we've been working hard on console versions of the game...
Welcome to our latest update, with which we deliver nothing less than the long-awaited native Linux version. We hope for a good start on this new platform...
Greetings space colony managers. The next technological update is ready to optimize your world building workflow. As promised, we are now releasing the...
Dear Civilization Manager Guild,finally we have the update announced for February in the box. Due to the long waiting time, the blog post has become quite...
Everything: All in 1 offers you many different types of games in a single game package. Many different types of games such as action, platform, zombie...
Embark on a nostalgic adventure with Freak Hunter A Retro Type and relive the excitement of old-school platform games. This unique game allows you to...
In Microcivilization you explore, expand, exploit and exterminate all together in a pixel-art strategy-clicker game blend. Start the non-linear growth...
The followup to 2009's Dead Samurai, The Dishwasher: Vampire Smile is a combo-fueled, fast-paced, stylistic 2D action platformer that features the series...
An undead samurai dishwasher in a dystopian universe is on a quest for revenge against the evil cyborg army.
It’s a punk rock apocalypse! Team up with your friends to lead embattled punk rock band Charlie Murder in their epic quest to save the world from rival...
Cat Warroir is an action-platformer of retro and cute style about a cat knight on his way to recapture his stolen treasure.
Lost Dog was a technical demo made in 2011. It was created by Silhouette Games as a way of demonstrating a custom visual novel engine. Developed originally...
Operation KREEP is a two-dimensional top-down couch co-op (offline) multiplayer action game. An extraterrestrial organism threatens deep space exploration...
I Am Overburdened is a silly roguelike full of crazy artifacts and a "hero" who has 20 inventory slots.
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
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.
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.
Awesome :P
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
Interesting but what about the performance? I persume it would drop radically under such conditions.
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
(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.
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
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!
This comment is currently awaiting admin approval, join now to view.
nice! :D