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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Wow, update 58 was a tough nut to crack. We did so many things that were not precisely fun to do but necessary for you to have more fun with our global civilization builder. There are also some rather fresh and action packed new features waiting for you. We hope you enjoy and please let us know what you think about the changes to Imagine Earth. Best, Jens & Martin

Galaxy Map for the Hyperspace Gate

The overview of colonizable galaxies is now even more impressive. In the meantime we had moved the additional galaxy with the competition missions into the game mode „competition“, but we now prefer to visualize it as part of the clear part story based campaign. Of course we hope that there will be more galaxies at some point maybe with community generated planets from the workshop.

The Xrathul Bait

The new Xrathul Bait item can be crafted and used to distract invading Xrathul from your base or to directly send them to opposing factions. The honeypot attracts Xrathul who are on the planet. It also increases the probability of new Xrathul coming to the planet by 50%. It spreads Xrathul pheromones and is therefore an irresistible magnet for Xrathul ships, but can of course be destroyed.

Asteroids vs. Space Invaders

Well, you can now throw asteroids on Xrathul ships to totally wreck them. This method or using bombs and ideon bombs to finish them will now result in the giant ship crashing to the ground where you can harvest valuable artifacts from it.

Automation of the Workshop Crafting

Equipment can now be produced automatically as soon as all necessary resources are available. All you have to do is click on the button on the left side of the workshop screen. Automation just rules. The item of which you have the least copies in stock is always prioritized.

Drone Flight Characteristics

Build drones and harvest drones already had a lively way of gathering resources or knocking buildings out of the ground. But their flight behavior was an abandoned construction site for what there was always too little time over several updates. Now they glide wonderfully smooth onto their landing pads and launch pirouettes without any bizarre aerobatics.

The Overtaker

You can now win a competition game by gaining a victory point for taking over a city of other factions. This move is enabled when you buy sufficient shares in an opposing company. We also refined the victory points panel to be more visually appealing on this occasion and it was a good reason to revise the stock market design as well as you will learn here in the following.

Share Market Panel

The stock market is such an important panel for strategic gameplay and still it took us some time to realize we were hiding it in the upper left corner of the user interface too deeply. We have now put the panel on par with the research menu and the development screen. The big button shows how many shares you still own from your colony.

Finish Side Quests Later

You can now finish bonus and ideon goals after the mission is accomplished unfinished bonus quests will not fail any longer. For quite some time already you can visit planets that you built up throughout the mission and will find the goals still active so there’s such much to do when you return to your colonies after a while.

Refined Magni Mission

A new sub quest to obtain the Xrathul Bait item. Several improvements make it now better understandable what needs to be done to succeed the mission tasks.

UI & Graphic Improvements

  • Centered resource and time panels on the top of the screen
  • Added construct preview images to the build menu
  • Improved journal layout
  • Increased visibility of limited city building area
  • New background for colony rating
  • Improved layout for victory points screen
  • Fixed lift animation on Tuto
  • Improved smoothness of camera animations
  • Fixed asteroid crater alpha problems
  • Polishing for fireworks
  • Added explanation popup for community translated languages

Other Improvements & Fixes

  • Keep F8 pressed to hide the UI when you want to create a screenshot
  • Reload after subscribing to new workshop planets
  • Keep predefined competitors when playing sandbox or workshop planets
  • Added more supply capsules to missions
  • Removed wind park life expectancy upgrade (in favor of new off-shore upgrade)
  • Fixed pirates getting stuck on unowned warehouses
  • Refined logic on when and where to display icons on the planet
  • Fixed fish and oil fields no being correctly displayed
  • Fixed duplicate impact of epidemics on districts
  • Improved texts that explain the relationship to other factions
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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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