
- #Monogame visual studio 2012 how to#
- #Monogame visual studio 2012 code#
- #Monogame visual studio 2012 windows 8#
- #Monogame visual studio 2012 series#
- #Monogame visual studio 2012 free#
Utilizing OpenGL 2 allowed for MonoGame to support shaders to make more advanced rendering capabilities in the platform.Ĭontent management and distribution continues to follow the XNA 4 ContentManager model.

The earlier releases of MonoGame (2.5) used OpenGL 1.x for graphics rendering. Since MonoGame version 3, OpenGL 2 has been the focus for capabilities. The graphics capabilities of MonoGame come from either OpenGL, OpenGL ES, or DirectX. This runtime provides a tuned OpenTK implementation that allows the MonoGame team to focus on the core graphics tuning of the platform. When targeting OS X, iOS, and/or Android, the Xamarin platform runtime is necessary. When targeting non-Microsoft platforms, platform specific capabilities are utilized by way of the OpenTK library. It accomplishes this across Microsoft platforms using SharpDX and DirectX. MonoGame attempts to fully implement the XNA 4 API. Since mid-2013, the framework has begun to be extended beyond XNA4 with the addition of new features like RenderTarget3D, support for multiple GameWindows, and a new cross-platform command line content building tool.

The last official 2D-only version was released as 2.5.1 in June 2012. These early versions only supported 2D sprite-based games. The first official release of MonoGame was version 2.0 with a downloadable version 0.7 that was available from CodePlex. Some state information about our animation sequence.MonoGame is the evolution of XNA Touch (September 2009) started by Jose Antonio Farias and Silver Sprite by Bill Reiss. C:\Users\\Documents\Visual StudioĢ010\WindowsPhoneGame1\WindowsPhoneGame1\bin\Windowsĥ) First, we need to define some class-level variables to maintain ‘Content’ folder, select Add|Existing Item, and browse to your. In your MonoGame project in Visual Studio 2012, right-click on the This is yourĬontentPipeline all compiled up. Here is my XNA Game Studio project from Visual Studio 2010:Ĥ) Compiling the XNA Game will produce a. This process is outlined in Part 3 of Bob’s blog series.įor this example, I copied the Celebrate.png SpriteSheet from the Platformer sample (Platformer\Content\Sprites\Player\Celebrate.png) and added it to the ContentPipeline project in Visual Studio 2010. You need to jump out of Visual Studio 2012Īnd load up Visual Studio 2010 with XNA Game Studio 2010 and create aīlank XNA project and fill your ContentPipeline with the assets you needįor your MonoGame project. NOTE: MonoGame doesn’t have a ContentPipeline (this will change once the binariesīecome available for MonoGame Framework for Windows 8).ģ) Right-Click your game project and select Add|New Folder and give it the name ‘Content’ Template and select ‘Create a MonoGame Metro Application for Windows’Ģ.) Add the 8 project to your Solution andĪdd a reference from your MonoGame project to the
#Monogame visual studio 2012 free#
If you already know the steps to create a MonoGame project and importing the ContentPipeline, feel free to jump to Step 5.ġ.) In Visual Studio 2012, Create a new Project, Open the C# Project
#Monogame visual studio 2012 windows 8#
Project templates on your machine, you’re ready to create your Windows 8
#Monogame visual studio 2012 code#
Once you’ve gone through the steps to get the MonoGame code and Also, review the change I had to make when I countered a problem with the ContentPipeline in my MonoGame project.
#Monogame visual studio 2012 series#
In HTML5, David Rousset has a great article on sprite animation in HTML5).įirst, read through Bob Familiar’s series on getting MonoGame up and running on Windows 8. Gives the capability to use my existing C# skills to create a game that I could create my game using HTML5/JS or C++ but I’m more efficient in
#Monogame visual studio 2012 how to#
Let’s walk through how to create this animation for a Windows 8 game. Of the other, and flip through them quickly to show our Hero in motion.Ĭreating an Animation Sequence in MonoGame for Windows 8


In this case you would cut out each sprite image, stack them one on top A simple way to think how playing this animation works is In this SpriteSheet, our Hero is celebrating by thrusting his fist To better understand the concept, let’s take a SpriteSheet from the Platformer XNA Sample. Played over a specific time line, tricks the eye into thinking that A common practice is to use a SpriteSheetįor an animation sequence within your game.Īn animation is just a series of frames of static images. (graphic) file containing a series of sprites that represent the various In your game and the amount of data needed to be loaded in memory and There’s aĭelicate balance between the number of SpriteSheets used for the assets Performance while at the same time managing your assets. Using SpriteSheets in your 2D game is a recommended way to help
