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 made 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 of the last weeks. Have fun and enjoy the trip! :)

Watch the video in 1080p @ 60 FPS!

Stay a while and listen

The Database

Adding mod support to Caasi's Odyssey is a kinda complex step, but it makes it possible to do very crazy and funny things in the end. Imagine that you don't just importing new textures with the help of the database, but you will also defining your own animations, animation effects, physics behavior, emitter effects, GUI, sound effects, music and so on. Total conversion mods are very possible in this way!

Adding Content

Let's take a look at the database window or how it's called inside the editor:
"Database Explorer"

database 01


At the moment there is only the possibility to import new textures. You need to click on the "Add Texture" button for that. The common file formats like jpeg or png are supported, but they aren't directly readable by the Rogue Engine (which is used by Caasi's Odyssey and the Rogue Engine Editor).

To make them usable inside the Rogue Engine, you need to press the "Compile" button. After the successful compilation, you will notice that the file extension changes to "xnb". This is the actual file format, which is understandable by the engine.

Now you can simply drag the new texture around and drop it inside this window:

editobject 01


The texture is now added to the selected object. The selected object will now draw the new texture. Done - you modded the game!

This is how mod creation will work in Caasi's Odyssey; it's simple, powerful and innovative.

In the end the possibilities are endless:

  • Create a rogue adventure in space?
    Check.
  • Shots should be laser beams instead of magical bullets?
    Check.
  • A ship should have its own physical set up?
    Check.

Create the Rogue Adventure of your dreams!


Realtime Updates

Because the Rogue Engine Editor implements the Rogue Engine itself, you will receive realtime updates inside the editor unlike most of the editors out there. But what does that mean?

realtime 01


Imagine you want to see how a room you previously assembled would look in a real game situation:

  • How the room would look under a specific light / shadow condition?
  • How fast or slow would be the animation of a specific door or game object?
  • How would the physical object behave when it got pushed by a specific force?
  • How would a custom particle effect look when it gets triggered?
  • How would the full assembled graphical user interface look?
  • How it would sound when a game object gets hit by something?

I other editors you would need to start the whole game, select the compiled mod and bring yourself (the player character) in the specific game situations to test your mod. This is stressful, takes a long time to test everything and it's not innovative.

In the Rogue Engine Editor you can test all of those situations directly inside the editor the same time you are changing something! Yes, it's true - thanks to realtime updates!

So, when you export your mod to the mod directory of the game, you can be absolutly sure, that the result will be the same like in the editor. This makes everything easy and foreseeable.


Further Development

I plan to develop this editor together with the community like I do with the main game Caasi's Odyssey.

Many things will happen (and possibly change) in the future - espacially when I start the early access phase and when I receive much input in the discussion board. I want to create the game and the editor you want and need.
It's self explaining that I can only achieve this with your help! But don't worry, I have a master plan, which will implement the most important features - like I mentioned above - during the development timespan.



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

I also wish you a very nice day!

-sqrMin1
IndieanerGames
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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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