

- #Monogame for visual studio 2010 mac os
- #Monogame for visual studio 2010 code
- #Monogame for visual studio 2010 windows
Fast forward to today Visual Studio 2012 has dropped this feature because it was a part of XNA. And all that was handled by Visual Studio 2010. xnb format and then read through the ContentProcessor for use in the game. Upon building those assets were compiled into XNA’s native. Traditionally, along with your game project there was a Content project where you added sounds, models, textures, etc. Now something that seems to trip a lot of people up, and is possibly the only big difference between developing for standard XNA and MonoGame is content processing. So along with XNA rendering you can use standard XAML controls.

One notable feature is the XAML integration. Once loaded the project will be pretty much as you expect, with a Game.cs file and a bunch of others. Once installed you can open up Visual Studio 2012 and the new templates will be waiting for you. If you want to keep up to date with the changes (and you probably should), then you can also clone the repository here. If you are reading this at some point in the future, rather go to the MonoGame Codeplex site to get the latest version. The installer for MonoGame 3.0 Beta has just been released and you can grab it from here. So how do you, the frustrated XNA developer, use this? Easy: If you are not a developer, you may want to skip the rest and head straight down to the comments.
#Monogame for visual studio 2010 windows
It is at this point, dear readers, that this stops being your average Windows Phone Central article. I did of course beef it up a lot for all these fancy new devices. Once again, an almost trouble-free experience in terms of porting. Of course, after getting it to run I still had to change a lot of the UI because of the larger display and varying resolutions. I timed myself getting Matchy to build and run and it took under 15 minutes. I’ve been playing with MonoGame over the past few weeks and it really is as good as it sounds.

#Monogame for visual studio 2010 code
To avoid legal issues, no code has been disassembled from Microsoft’s binaries.Īs a developer with a bunch of Windows Phone apps written in XNA, this is quite a relief. So they create an implementation of each thing that XNA does in each platform. PlayStation Mobile development is currently in progress.Īt a very high-level, what this wonderful bunch of people is doing is method-by-method recreating the XNA framework with compatibility for the aforementioned platforms.
#Monogame for visual studio 2010 mac os
Our goal is to allow XNA developers on Xbox 360, Windows & Windows Phone to port their games to the iOS, Android, Mac OS X, Linux and Windows 8 Metro. MonoGame is an Open Source implementation of the Microsoft XNA 4 Framework. Here’s a description of MonoGame from their website: Microsoft has left us in the lurch – and somewhere deep deep down, I am sure they have a good reason – but all hope is not lost. That game will run on both x86 and ARM devices. Secondly, and this is the most important point of this article: It is still possible to make an XNA game or port your existing XNA game to a Windows Metro app. Yes, that won’t console many people, but regardless, support hasn’t magically vanished. However what many people forget is that XNA is still fully possible on Windows 8 as a desktop application. Something that bloggers, media, and the internet at large have chastised Microsoft for is the fact that it is not possible to write XNA games anymore. Here is a visual representation of the modern Windows platform as it stands today: Microsoft has also made all languages equal, so whether you are writing your app in HTML/CSS/JS, XAML/C#, or even C++/XAML, you will be targeting the same WinRT API’s. Along with making apps more touch-friendly, these new apps will run on both traditional x86 (Intel CPU’s for instance) and mobile ARM chips. Try using Photoshop – or any traditional Windows application – with a touch screen and you will see exactly why Microsoft has made this tectonic shift. You can do the same and copy this big chunk of XAML into your App.xaml or View.With the launch of Windows 8 and RT Microsoft has made a major shift to account for modern devices that have boat-loads of sensors, and a variety of different input mediums. I have found it somewhere on web and copied here. To solve the problem you have to change default Semantic Zoom style. It’s the same result as in Windows 8 Start screen or most of Windows Store apps that use Semantic Zoom.
