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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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Hello! First off, I want to apologize to anyone who was looking forward to this release, or anticipating playing this. I started working on this game a decade ago but my development has been intermittent due to life issues. Got married a couple years ago and started getting into my first love, which is music production. That being said I have always regretted not finishing this project and feel I am in a good place to finish this finally.

I have started working on heavily since the beginning of the year and have implemented all the features I really wanted to add.

Update to Monogame
I was still developing this on the original XNA code library back in 2019. The fact that I hadn't ported this project yet was definitely holding me back. I finally got the initiative to do that in January and it didn't prove to be quite as difficult as I feared. It did take me a while to move my audio out of the old XNA Audio utility but now I can ditch that and have all my audio loaded in game! So now it's much easier to add sounds and I've added a few new updated songs as well.

Update to NPC Logic
I've finally added pathfinding to my NPCs and now they can do all sorts of things to help you out. They will automatically chop your logs into wood planks and load ore into your furnace. In addition they go to sleep and use beds when it's nighttime! Check out the video below:

Infinite World Generation
Even more complicated was now the world has near-infinite procedural generation. You can walk to either edge of the map and it will load or generate the next area. You could basically keep going as long as there is space on your hard drive for new worlds but I have it capped at around 250 so I can have the some special worlds that you teleport to directly. 250 would already be insanely large but I should be able to easily adjust that as needed. I made a video of walking through a couple regions. Still some things to be fixed but you can see the world generation works pretty smooth.

Other updates
Now I am really working on focusing on polishing the first part of the game. I've been updating my tech tree logic. Before it was kind of weird you would just unlock the next tier by crafting items in that category but I am changing so you have to put the correct materials into the menu to unlock it. Also, some major updates on my dungeons. Before the rooms would not always link up correctly but I've found if you make the room images a uniform size they will always link up and create a correct dungeon. Otherwise I am implementing more enemies & items, balancing enemy hit-points, attacks, armors, buffs so it's starting to feel actually like a fun game.

I am aiming for 2025 early access, I think that should be reasonable to finish a beta by mid next-year. Thanks again to everyone who is following Ground Seal!

Release on Nintendo Switch and PlayStationon May 9

Release on Nintendo Switch and PlayStationon May 9

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Switch, PlayStation and Mac Release on May 9

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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
Guest - - 689,738 comments

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DonBre
DonBre - - 830 comments

nice! :D

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