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 Report abuse Latest News: Character Highlight Week 10! Jasmine!

About Paperbound with 0 comments by DwarfBiscuit on Jan 26th, 2015

Hello once again, and welcome to Dissident Logic's character preview week! I'm Mike Smith, character designer on the indie brawler Paperbound. This week we take a look at our female fighter Jasmine, emerging from the same doodle universe as our main character Eddy.

Below you can get a glimpse of Jasmine's final in-game design. She actually is slightly taller then Eddy and has a wonderful, graceful glide to her combat style. When I set out to design her I got the feeling she had been "outside" of her book before, traveling throughout various classics and managing to return in one piece. This wasn't in a design doc of any kind, just a general feeling I got while putting her together. She was fully aware of the dangers outside of her own book. To her...Eddy was a chump. She had simply been there, done that!

Jasmine Character Concepts

This next image takes a look at her various costumes. She had an outfit to fit any of the books, ranging from a sleek ninja design, a barbarian armor set and at one point a set of Joan of Arc heavy armor. But that idea was never fully explored. You can see a few of her mock-ups below.

Jasmine Character Concepts

Once we got a look down, I experimented with various color options for the game. You can see several sets below, including one with her dressed in her ninja apparel. Bright, vibrant, neon like colors were the focus.

Jasmine Character Concepts

This final image shows the creation of her in-game menu selection screen. Both her and Eddy share the same design overall, with the large swirl and torn paper at the edges. Both the clouds, and sun behind her change tones to match her various color profiles.

Jasmine Character Concepts

We hope you enjoyed this brief look at one of the many fighters to grace the screen in Paperbound. We have only one fighter left, so we hope you can pop in next week to see the last update! Thanks for taking the time to look at our work, and make sure to check out our Facebook page for additional news and updates!

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Post comment Comments  (10 - 20 of 24)
Jdawgg25
Jdawgg25 Jun 12 2013, 2:45am 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, 2:40am 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, 2:38am 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, 1:38pm says:

simple for game deverloper

+2 votes     reply to comment
Jdawgg25
Jdawgg25 Feb 3 2013, 3:26pm 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, 9:28pm 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, 7:25pm 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, 11:36am 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, 7:25pm 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
pulka103
pulka103 Dec 29 2011, 3:14pm says:

Magicka is create on XNA and .NET 3(.5)

+2 votes     reply to comment
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Released Dec 31, 2006
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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, 12:13pm by atsebak

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