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  (10 - 20 of 25)
Jdawgg25
Jdawgg25 Jun 12 2013 says:

Examples of Game Engines Built upon the XNA Framework or ones that work in conjunction are:

-Axiom
-FlatRedBall
-Digital Rune
Digital Rune is a 3D game engine for the Microsoft.NET Framework and the XNA Game Studio supporting windows, windows phone 7 and Xbox 360. See more by visiting their website (http://www.digitalrune.com/Products/GameEngine.aspx)

-SunBurn (This is a lighting engine for Xna and helps developers save time creating scenes and adding lights to their scenes. You have to pay for Sunburn)
-Visual 3D
-Ploobs (Visit their website at: Ploobs.com.br)

I could go on for a long time listing game engines built upon the XNA framework. Also Torque X Builder is a game engine that works in conjunction with XNA. I am creating a game engine called the Cyclone Game Engine but many call it Cyclone Engine for short. I chose to create my own game engine primarily to learn and educate myself about game engine development and to have a game engine I can call my own (especially if I needed a backup). There is nothing wrong with using other game engines but if you are serious about becoming a game developer, break out of the habit of strictly using one tool and try creating your own tools. Unity is free for the most part but you have to pay for additional features.

+2 votes     reply to comment
Jdawgg25
Jdawgg25 Jun 12 2013 says:

When you install XNA, their are tools that come with it. They are the following:

-Microsoft Cross Platform Audio Creation Tool
-XACT Auditioning Utility
-XNA Framework Remote Performance Monitor
-XNA Game Studio Command Prompt

+2 votes     reply to comment
Jdawgg25
Jdawgg25 Jun 12 2013 says:

Microsoft abandoned XNA but for the most part XNA is free to download, free to install on to Visual Studio and free to use. To port your game to Xbox 360 and test your programs on it, you have to download the XNA dev kit on 360 and it usually runs $100 per year to have this feature. It’s essentially a membership. You see this is great, because it allows anyone to test their games or programs on 360 for $100. That may sound like a lot but that is essentially your license with Microsoft to run the programs you create on 360. You see, years ago Homebrew games were illegal games ported to console platforms and the reason they were considered illegal is because many people porting their games they created to consoles like Xbox and PS2 did not have a license. XNA already existed. It was a dev kit for “Professional Developers”. So Microsoft create a free version of XNA for anyone to use in year 2004, before Xbox 360 launched. This diminished Home-brew games somewhat and allowed anyone to safely create games for 360 if they paid $100 per year. Check out MonoGames to port your XNA projects to other platforms. I recently found out about it.

+2 votes     reply to comment
Jdawgg25
Jdawgg25 Jun 12 2013 says:

Just to be very clear, XNA is not a game engine. I don’t have any problems with people calling it a game engine but that doesn't fully make sense. XNA is not a game engine, it’s a framework. What I mean by that is, XNA essentially is a set of Helper Classes to help game developers save time programming their games. Those classes are saved into .dll files which are a set of library files. This is where I think Microsoft slipped up some on the “tools” part but I am starting to understand why I am confused when people are saying XNA is dead and turn to Unity. XNA does not come with features like tilemaps, particles, scripts, physics, level editors, etc. but if you are a XNA Community Member, you can go to their forums and download sample projects created by Microsoft to help you primarily learn about these things and save time creating your own. So you have to either create your own or use an existing engine built upon the XNA Framework. Unity is entirely a separate game engine of its own with its own physics engine, its own graphics engine, and its own support for multiple platforms, its own level editor… I think you get the picture.

+2 votes     reply to comment
zerglingno7
zerglingno7 Apr 2 2013 says:

simple for game deverloper

+2 votes     reply to comment
Jdawgg25
Jdawgg25 Feb 3 2013 says:

XNA is a great resource and I am grateful to have it. I am programming and designing a game engine built upon the XNA framework. See more at this link: Indiedb.com

The page will be updated gradually over time with more pictures, videos, and features. I hope you like it so far. Check it out and post comments letting me know what you think. With that said, just to be clear, I am not a professional game programmer with tons of experience. I am teaching myself and updating my engine as I go along. Thanks and I would greatly appreciate your support.

Sincerely,
Jdawgg

+2 votes     reply to comment
atsebak
atsebak Aug 29 2012 says:

xna is great framework for 2d games too bad its not supported for visual studio 2012

+4 votes     reply to comment
Arethrid
Arethrid Jan 26 2013 replied:

Actually it is possible to make XNA work for VS2012 with some adjustments. Search for "Coding Made Easy" on youtube, he made a tutorial on how to do it.

+3 votes     reply to comment
#Tilbie
#Tilbie May 6 2012 says:

There is an error in the description: XNA stands not for "Xbox New Architecture", it stands for "XNA's Not Acronymed".
Also I have to agree that XNA is not an engine.

+8 votes     reply to comment
ds9490
ds9490 Feb 9 2012 says:

XNA is not an engine it's a development libary it's just Direct X with some code already provided.

+12 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.

Jul 14 2012 by atsebak

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