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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Before we finally get down to finishing the long-awaited Galaxies DLC, we’re serving you one last polish update today. And it’s definitely the last tidy-up before we can manage entire galaxies. You wouldn’t believe how happy we are about it ( as they say in German ). But as you can see, some important and fundamental things are being straightened out here.

As always, please let us know what you think of all this and don’t spare us your ideas and suggestions. It’s great that you’ve all stuck with us and Imagine Earth for so long. Oh, and as a small indie studio, it can’t be said often enough. If you haven’t written a review yet, you should definitely do it, it helps our game tremendously.

But now have fun with Update 1.17!, Jens & Martin

Switch off voice output

Finally you can choose between voice output, radio noises or complete silence. I personally can forgive the professor for speaking so strangely slowly, especially since the dubbing was so expensive ;D. But voice acting is basically a matter of taste and many people prefer to read and listen to music, especially if they don’t understand English.

Game speed

We have built a tutorial into the game that allows you to freely set the time faster and slower, because we have noticed that many people get bored in the game before they realize what extensive control they have over the game speed.

Reset campaign

You can now reset the campaign completely. Of course, you will lose all your progress and savegames, but it’s worth the chance to start from scratch!

Security Complex

We have improved the abilities of the security district because some of you found it too superfluous. It no longer creates a negative atmosphere and protects surrounding warehouses from pirate looting. Martin also felt the need to formulate the description of the building in a more positive way ;D

Quick start button

There is now such a button in the competitive and endless game, so that you can quickly colonize a planet without a lot of configuration work.

Building production

We have limited the basic supply of item-generating buildings to a maximum of 5, because we have noticed that sometimes a lot of superfluous items are generated, which players are annoyed to have to sell. Although this is an okay extra income, it somehow doesn’t make sense for the game experience.

Music enhancement

When the mission is completed, the enthusiastic success music no longer comes too late, but in time with the dialog and the fireworks. We have optimized the transition of the background music, previously when a threat occurred, the atmosphere seemed to be interrupted and always started again when the danger was over. We’ve also made sure that the music in the campaign menu is continuous and doesn’t constantly restart between planets and galaxies.

Diplomacy

Mood for gifts now improves immediately, sometimes the context was not clear.

Warnings

When you are informed about disasters in the message panel, you can now click directly on the message to jump to the event.

User interface

It has never bothered us, but we have received a lot of feedback about it: When you click on buildings, the information no longer hangs out of the screen. A few modifications make it possible and the camera also pans a little when you click on a building too close to the edge.

Mission corrections

Planet Edora

Fixed: When taking rare resources from a supply capsule on planet EDORA, the number of rare resources available for sale decreases and can go negative.

Planet Bora

Fixed: The landing sequences of the other factions are also skipped on this planet
Fixed: The goal “Make fire with the pyramid” stops too many mission hints if you don’t fulfill it.

Planet Rounos

Fixed: With 2 new building types, the tech panel opens automatically, but the buildings are not highlighted.
Fixed: Leen gives us the financial district, builds it next to him, but you never realize that, he has to get a mission icon.

Bugfixes

Workshop animation when crafting works again
If you go to the stock screen with a tool on the cursor, for example, the sell option is not available
Item Trader never has room to buy anything
City Energy Shield disappears when leveling up and is not centered

Update 1.17.1

Fixed rare error in Rounos mission, where Leen could not land on the planet
Fixed exception related to parallel access to sounds
Fixed exception related to movement of units

Update 1.17.2

Fixed bug that allowed to apply world congress results multiple times (thanks HenryG123789!)

Update 1.17.3

Removed outdated privacy button
Introduced opt-in for crash & error reporting

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Post comment Comments  (0 - 10 of 33)
Jdawgg25
Jdawgg25 - - 158 comments

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 - - 158 comments

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 - - 158 comments

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 - - 10 comments

Awesome :P

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Jdawgg25
Jdawgg25 - - 158 comments

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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CYON4D
CYON4D - - 276 comments

Interesting but what about the performance? I persume it would drop radically under such conditions.

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Jdawgg25
Jdawgg25 - - 158 comments

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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CYON4D
CYON4D - - 276 comments

(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 - - 158 comments

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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CYON4D
CYON4D - - 276 comments

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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Guest
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DonBre
DonBre - - 830 comments

nice! :D

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