8/11/2019 Guncraft Xbox 360 Save Editor
The latest entry in the now rapidly growing 'it's like Minecraft but with guns' genre owes as much to the iconic indie sandbox game it draws from as it does to games like Call of Duty and Team Fortress 2. Guncraft may wave its influences around to an eye-rolling extent at times, but it adds enough fresh elements to the pile to round out its punchy build-and-shoot gameplay and keep you tinkering away between rounds. While matches are intensely dynamic--thanks to a solid range of classes, a few clever gadgets, and some brilliant arenas to battle across--the extreme level of customization is where the crazy fun is really at in this multiplayer shooter. Building your own customized guns and character skins from scratch is awesome, but building a giant angry Chuck Norris head to plunk down on the battlefield and taunt opponents with? Simply sublime.
Adding multiplayer gunplay to world-building shenanigans proves to be a smart move in Guncraft.By Nathan Meunier on
It turns out trying to frag your foes is a lot more interesting when the world around you can be decimated and rebuilt on the fly. Guncraft's frenetic firefights seem fairly straightforward at first--at least until players start getting inventive. Speed-burrowing underground and popping up behind your enemies, erecting impromptu fortifications, and other building-centric sneakery are all feasible tactics on the battlefield. You can also just blow the crap out of the landscape, which is satisfying on its own.
That's just the beginning. Outside of the arena, you can build and save custom prefabricated structures and other elements for use in combat. All you have to do is mine enough materials from the battlefield first, and then you can instantly drop your creation down and watch it auto-build itself. Transitioning between building and fighting opens you up to getting sniped from afar, but it's a thankfully quick jump between toolsets. This dual thrust to build and battle adds an unpredictable and sometimes hilarious fluidity to matches. You never quite know what to expect, and the results can be pretty outrageous.
Guncraft's high-energy matches breeze along at a zippy pace when you have a good-size crew to play against. There's a respectable range of classes to pick from, each with a unique loadout. From snipers and machine gunners to assault soldiers and demolition specialists, there's something here for all player tastes. And like many elements in the game, skins and loadouts can be customized, too. Thoughtful additions, such as grappling hooks, rocket packs, droppable turrets, parachutes, Predator vision, and even vehicles, add spice to the tied-and-true Deathmatch and Team Deathmatch modes. In a nod to Call of Duty, some of these cool extras are tied to kill streaks, which makes getting into a slaying groove rewarding. Using this gear to get around and cause havoc in interesting ways keeps matches from growing stale too quickly.
It also helps that the battlefields are really well designed and inventively crafted, despite their blocky look. Some of the game's best stages are user-generated levels from the community that were selected by the dev team, which adds some incentive to build your own in the level editor and upload them for others to play. The diverse arena designs are full of color, and they range from natural settings and bucolic barnyards to bustling cityscapes full of skyscrapers and chaotic carnivals.
The best, by far, is a meticulous re-creation of the Battle of Hoth from Star Wars, complete with Imperial walkers and Rebel bunkers entrenched in a snowy hillside--all made out of blocks. Maps can get quite huge, too, which makes the array of tanks, choppers, and hoverbikes in some levels a welcome addition to thrash the environment or your adversaries with. While powerful, these sweet rides don't last long under heavy fire, keeping things balanced.
When you need a break from all the standard pew-pew, a few of Guncraft's more peculiar game modes offer a great change of pace from straightforward running and gunning. Meteor Survival, for example, has you battling across stages that are systematically being destroyed by flaming meteors raining down from the sky. Instead of being killed outright, gunned-down opponents turn into snowmen for a few seconds, making them prone to getting caught in a meteor strike.
Lava Survival offers another variation: lava slowly rises upward through vertically oriented maps, and your goal is to get foes caught in the rising tide while everyone battles upward. Getting knocked out of commission doesn't end your run entirely, however, since you turn into a spirit with limited rechargeable energy that allows you to grief opponents by freezing them or destroying blocks they're standing on. It's a delightfully sinister twist that keeps you engaged even after you die in these more specialized matches. Other modes have you defending against waves of robotic invaders and working to build a mighty doom machine before your opponents do, and that's in addition to several other upcoming new modes in the works.
The variety is certainly here, but as of this review, you can't always find enough players to fully populate a server for the type of match you're hoping to play. While there are usually enough players around to find a game to dive into, the multiplayer community is sparse at times. But downtime isn't necessarily a bad thing in Guncraft. Visiting the foundry lets you dive into crafting your own skins, levels, and--best of all--guns. The interface works much like the main build mode. It's accessible and easy to pick up. You lay out blocks along a stage area that has an arrow to orient your barrel direction. From there, it's just a matter of building up a handle for your gun, adding a barrel and other cool-looking accoutrements, and then plugging in stats for your deadly masterpiece. The scale takes some getting used to at first, since it's kind of weird to be designing weaponry the size of buildings, but once you import it into the game itself, it becomes normal size in your character's hands.
Guncraft doesn't get high marks for originality--it's a pretty obvious mash-up and one that has been done before, albeit not as successfully--but the developers do layer lots of cool ideas onto the core ingredients they borrow from other popular games. Given the room for creativity in both creating your own content and bringing fresh tactics to the firefights, it's an improvement that's appealing, particularly if you dig Minecraft's aesthetics and flexibility but obsess over racking up insane kill streaks. There's still room to grow, but Guncraft is off to a good start.
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Microsoft XNA (a recursive acronym for XNA's not acronymed[5]) is a freeware set of tools with a managed runtime environment provided by Microsoft that facilitates video gamedevelopment and management. XNA is based on the .NET Framework, with versions that run on Windows NT, Windows Phone and the Xbox 360. XNA content is built with the XNA Game Studio, and played using the XNA Framework (for Windows games), or published as native executables (for Xbox 360, Windows Phone and Zune).
In many respects, XNA can be thought of as a .NET analog to Microsoft's better known game development system, DirectX, but it is aimed at developers primarily interested in writing lightweight games that run on a variety of Microsoft platforms. XNA is the basic platform for Xbox Live Indie Games.
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 Development Tools. According to an email sent on 31 January 2013, XNA is no longer being developed,[6] and it is not supported under the new 'Metro interface' layers of Windows 8 nor on the Windows RT platform.[7]
An open source cross platform version of the Microsoft XNA 4 Application programming interface called MonoGame is being developed, and a crossplatform reimplementation of the XNA API called FNA exists as well.
Overview[edit]XNA Framework[edit]
Microsoft XNA Framework is based on the native implementation of .NET Compact Framework 2.0 for Xbox 360 development and .NET Framework 2.0 on Windows. It includes an extensive set of class libraries, specific to game development, to promote maximum code reuse across target platforms. The framework runs on a version of the Common Language Runtime that is optimized for gaming to provide a managed execution environment. The runtime is available for Windows XP, Windows Vista, Windows 7, Windows Phone and Xbox 360. Since XNA games are written for the runtime, they can run on any platform that supports the XNA Framework with minimal or no modification. Games that run on the framework can technically be written in any .NET-compliant language, but only C# in XNA Game Studio Express IDE and all versions of Visual Studio 2008 and 2010 (as of XNA 4.0)[8][not in citation given] are officially supported.[9] Support for Visual Basic .NET was added in 2011.[10]
The XNA Framework encapsulates low-level technological details involved in coding a game, making sure that the framework itself takes care of the difference between platforms when games are ported from one compatible platform to another, and thereby allowing game developers to focus more on the content and gaming experience. The XNA Framework integrates with a number of tools, such as the Cross-platform Audio Creation Tool (XACT), to aid in content creation.The XNA Framework provides support for both 2D and 3D game creation and allows use of the Xbox 360 controllers and vibrations. XNA framework games that target the Xbox 360 platform could only be distributed by members of the Microsoft XNA Creator's Club/App Hub, which carried a $99/year subscription fee.[9] Desktop applications can be distributed free of charge under Microsoft's current licensing.
XNA Build[edit]
XNA Build is a set of game asset pipeline management tools, which help by defining, maintaining, debugging, and optimizing the game asset pipeline of individual game development efforts. A game asset pipeline describes the process by which game content, such as textures and 3D models, are modified to a form suitable for use by the gaming engine. XNA Build helps identify the pipeline dependencies, and also provides API access to enable further processing of the dependency data. The dependency data can be analyzed to help reduce the size of a game by finding content that is not actually used. For example, XNA Build analysis revealed that 40% of the textures that shipped with MechCommander 2 were unused and could have been omitted.[11]
XNA Game Studio[edit]
XNA Game Studio is a programming environment for development of games.[12] Five revisions have been released so far, but as of 2015, no new versions will be developed.[13]
XNA Game Studio Express was the first version released on August 30, 2006, and was intended for students, hobbyists, and independent (and homebrew) game developers.[14][15] It was available as a free download. Express provides basic 'starter kits' for rapid development of specific genres of games, such as platform games, real-time strategy, and first-person shooters. Developers could create Windows games for free with the XNA Framework, but to run their games on the Xbox 360 they will have to pay an annual fee of US$99 (or a four-month fee of US$49) for admission to the Microsoft XNA Creator's Club. With an update, XNA developers could compile Xbox 360 binaries and share them with other Microsoft XNA Creator's Club members.
XNA Game Studio 2.0 was released on December 13, 2007.[16] XNA Game Studio 2.0 features the ability to be used with all versions of Visual Studio 2005 (including the free Visual C# 2005 Express Edition),[17] a networking API using Xbox Live on both Windows and Xbox 360 and better device handling.[18]
XNA Game Studio 3.0 (for Visual Studio 2008 or the free Visual C# 2008 Express Edition) allows production of games targeting the Zune platform and adds Xbox Live community support. It was released on October 30, 2008, and supported C# 3.0, LINQ and most versions of Visual Studio 2008.
XNA Game Studio 4.0 was released on September 16, 2010.[19] It added support for the Windows Phone platform (including 3D hardware acceleration), framework hardware profiles, configurable effects, built-in state objects, graphics device scalars and orientation, cross-platform and multi-touch input, microphone input and buffered audio playback, and Visual Studio 2010 integration.[20]
XNA 'Game Studio 4.0 Refresh' was released on 6 October 2011, and added support for Windows Phone 7.5 (Mango), and Visual Basic.[21]
XNA Framework Content Pipeline[edit]
The XNA Framework Content Pipeline is a set of tools that allows Visual Studio and XNA Studio to act 'as the key design point around organizing and consuming 3D content'.[12]
XDK Extensions[edit]
Formerly known as XNA Game Studio Professional, XDK Extensions is an add-on to XNA Game Studio and requires the Microsoft Xbox 360 Development Kit.[22] Both are only available for licensed Xbox developers. The extensions include additional managed APIs for achievements, leaderboards, and other features reserved for licensed game titles. Titles developed using XDK Extensions include winners of Microsoft's Dream.Build.Play competition among others. The most heavily publicized of these was The Dishwasher: Dead Samurai.
License agreement[edit]
The Microsoft XNA Framework 2.0 EULA specifically prohibits the distribution of commercial networked games that connect to Xbox Live and/or Games for Windows Live in the absence of a specific agreement signed by both the developer and Microsoft.[23] This means that XNA Game Studio can still be used to develop commercial games and other programs for the Windows platform, although Microsoft's networking support code for Xbox/Windows Live cannot be used. Self-developed network code can still be used inside the developer's XNA project.[citation needed]
Games created using XNA Game Studio may be distributed via the Windows Phone marketplace, and formerly via Xbox Live Indie Games.[24] The software may also be used to create commercial games which target Windows.[citation needed]
Dream Build Play[edit]
Dream Build Play was an annual and global $75,000 Microsoft contest promoting Microsoft XNA and eventually Xbox Live Indie Games, although it predated it. The contest was first announced in 2006 and first opened in January 2007.[25] Many winners are notable developers in the Indie Game community.
Xbox Live Indie Games[edit]
Xbox 360 games written in XNA Game Studio could be submitted to the App Hub,[26] for which premium membership was required (about US$99/year). All games submitted to the App Hub were subjected to peer review by other creators. If the game passed review then it Would be listed on Xbox Live Marketplace. Creators could set a price of 80, 240 or 400 points for their game. The creator is paid 70% of the total revenue from their game sales as a baseline. Microsoft originally planned to take an additional percentage of revenue if they provided additional marketing for a game, but this policy was rescinded in March 2009, leaving the flat rate intact regardless of promotion.[27]
Microsoft also distributed a free year premium App Hub subscription for educational establishments through their DreamSpark program and MSDNAA. These accounts allowed students to develop games for the Xbox 360, but developers still needed a premium Xbox Live account to submit their game to the marketplace.
Alternative implementations[edit]Xbox 360 Save Editor Download
A project called Mono.XNA was formed to port XNA to the open source and cross-platform Mono framework.[28]
From the codebase of Mono.XNA and SilverSprite, a new project called MonoGame was formed to port XNA to several mobile devices.[29][30] As of version 3.0.1 (released March 3, 2013), support is stable for iOS, Android including OUYA, macOS, Linux and Metro for Windows 8, Windows RT and Windows Phone 8, as well as PlayStation Mobile in 2D. PlayStation Mobile 3D and Raspberry Pi development are currently in progress.[31]
FNA, from game porter Ethan Lee is a full-featured open source reimplementation of XNA forked from MonoGame. It's used in many games, some of which can be seen here. The goal of FNA is to preserve the XNA game library by reimplementing XNA itself.
An open source project called Grommet contains a limited port for embedded devices using the .NET Micro Framework.[32]
A project called ANX is available which implements its own version of XNA using the SharpDX stack, support for Linux, macOS and the PlayStation Vita is in progress as well.[33][34] Using ANX, developers are able to write games using code that is very similar to XNA, while still being considered a Metro application in Windows 8.
Partial list of games and companies that use XNA[edit]
See also[edit]References[edit]
Further reading[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Microsoft_XNA&oldid=903391401'
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