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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GameLogo

Welcome to my world, rogue!

Are you in good shape? Because now you will see a real ghost! And it will be your best friend, because he will follow you till the end...

Watch him rotating the whole screen in 720p at 60 FPS



Like a Boss

In the last news I talked about the polarity switching boss Magneto and his crazy abbility to attract and distract magnets, which became a real danger for the player.
But what is so different between a boss fight and the fight against a normal monster?

I would say it's the kind of way how special effects of attacks are used and explicitly what kind of attacks they have. Further it's the kind of way the player moves and reacts to changes of the environment.

In case of the boss 'Ghost' you are confronted with a screen rotation effect which automatically changes the direction the player walks, because he needs to rethink how the controlls work - e.g. if the screen rotates left, then the player needs to press the up-button to move left! For that I didn't even change the controlls; it's just because of the new screen orientation.

Additional the boss can shoot multiple 'Ghost Balls' towards the player or in a circle, which can't hit the environment; this means the player can't hide behind torches for example, like he is used to during normal monster fights.
Further the skin of the boss itself is permeable, which allows him to move through walls. Atleast the player bullets can hit him and do damage... phew!

GhostBall.anim
GhostBallAnim

Anatomy of Ghost

Let's talk about Ghost in more detail!

The Animations

Idle_1.anim

Idle_1.anim


Idle_2.anim

Idle_2.anim


Death.anim

Death.anim


The Skills

  1. Multi Shot [First Attack] : Shoots 4 Ghost Balls towards the player
  2. Attraction Charge [Second Attack] : Raises the movement speed
  3. Screen Rotation [Switch Attack] : Rotates the screen left or right
  4. Circle Shot [Near Player Attack] : Shoots 10 Ghost Balls in a circle around him

Steam Greenlight and Early Access

Ghost was the last boss for the early access content. Currently I'm doing the last things for the playable demo version, so you can test all the game mechanics by yourself.
To know what's all in the demo or in the early access version, you can visit my Trello board and follow the roadmap; see the links below.


Please track the game here on IndieDB to be up to date.

I hope you enjoyed reading the news. Just come back to read more!

Take care and have a nice day.

-sqrMin1

Live your dreams!

New Demo!  Tons of Graphics Options!

New Demo! Tons of Graphics Options!

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Yellow Desire

Game Overview 3

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Added lights, highlighted enemies, fixed some bugs, added torch and Map enhanced.

Second Boss - Magneto!
Caasi's Odyssey

Second Boss - Magneto!

Caasi's Odyssey 0 comments

The second boss fight is done! Fight against magneto, who fights with gravity, magnets and more. Watch the video and enjoy some action!

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Shield and Ball last update

Shield and Ball 0 comments

The last article about Shield and Ball where you will see it's current condition.

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Post comment Comments  (10 - 20 of 31)
Xylemon
Xylemon

Public Domain? What?

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garry68
garry68

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...

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Jdawgg25
Jdawgg25

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.

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Guest
Guest

i thought when u make a .fbx u can make many animations just write down the frames it uses and then can call them

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Jdawgg25
Jdawgg25

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

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Jdawgg25
Jdawgg25

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.

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Jdawgg25
Jdawgg25

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.

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Jdawgg25
Jdawgg25

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

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Jdawgg25
Jdawgg25

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.

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Jdawgg25
Jdawgg25

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.

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Highest Rated (2 agree) 9/10

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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