Skip to main content

Getting Started with Monogame for WinRT

Monogame is the opensource XNA development framework where the XNA developers for XBox, Windows and WP7 can be able to port their games for iOS, Android, Mac OSX, Linux, Windows 8 Metro Style apps and PlayStation Mobiles.

As XNA framework is not allowed to create Windows 8 Metro App anymore,  Monogame becomes the best framework to port the current games written in XNA. Monogame framework rewrite the XNA wrappers using SharpDX which is the current fastest Direct X Wrapper for C#.

Although there are opensource game development frameworks for WinRT is available, Monogame is the one that shouldn't miss if you're a former XNA developer or C# programmer.

You will need the following software and tools if you're really new to WinRT development environments.
Visual Studio 2012 Release Candidate 


They're currently in beta, so you can go unlimited trials for these until the final releases comes out.
If you're not planning to integrate XAML to your project, you should download the Monogame Metro Template from here

If you are willing to integrate Monogame with XAML, you can click here to see the tutorials.

You can download the Monogame Binary Built from here if you're not willing to make a binary build from your self.

Step 01

Extract the template folder in the  following path
C:\Users\%Profile%\Documents\Visual Studio 2012\Templates\ProjectTemplates\Visual C#

Step 02

Create a new monogame project using the template as shown in the figure below.

Step 03

Now, the new project has created automatically for you to start building games using Monogame in XNA style. You can see the errors if you runs the project now because the binary file hasn't added as a reference yet. Please add the dowloaded binary built for Monogame as shown in the figure.


Step 04

If you run the project now in the simulator mode, you can see the blue screen where you've seen it in the normal XNA blank project window as shown in the figure below.


Now it's time to show your XNA skills to start developing a fun game. It's always better to have an eye on the latest releases of Monogame here.


Please like our facebook page @https://www.facebook.com/pages/Game-Development-Sources/147251618745857

Play battle tank game online free @http://www.tankrivals.com/
Check out more organised blog posts @ http://gamesdevtutors.com/



Comments

Popular posts from this blog

Optimising Unity new UI System

UI/Sprite textures aren't packed into a texture atlas by default. A tag is needed to group them. Read the documentation / tutorial on the sprite packer. Overlapping text/graphic boundaries with another text/graphic will create additional draw calls, even if the actual visual graphics do not overlap. Grids (other layouts too I presume) need minimum 1 pixel spacing between items, else items are considered overlapping and will create additional draw calls. Images with alpha 0 are still rendered. They are rendered with alpha 0 even though they are not seen. Unity currently does not support non-rectangle shapes as Sprites, so using the TightSpitePacker policy will cause image artifacts. When UI objects are offscreen, they are still batched (rendered as well?). Possible solutions: Change parent to non-UI parent, as UI Camera will no longer detect it Change layer of panel so UI Camera will no longer detect it Disable gameobject when off-screen ScrollRect performance tuning S

Using XAML on Monogame for WinRT (Part 2)

Integrating Monogame with XAML Metro UI If you're coming from the previous section, you now have a metro UI application project with blank page and also have monogame.windows8 library reference to the project. Now Let's fix some source code for the  pages to get XAML working with monogame. Step01 ( Hacking App.xaml.cs file) App.xaml.cs delivers the most important start point while rendering a particular page in Metro UI application. I added gamePage and mainPage as  a public variables as they become accessible from other classes to for page nagivations. Here is the source code for to see what it looks like for the final App.xaml.cs file. sealed partial class App : Application     {         public ContentManager Content { get; set; }         public GameServiceContainer Services { get; set; }         public GamePage gamePage;         public MainPage mainPage;         public Frame RootFrame { get; set; }         /// <summary>         /// Initializes

Integrating apple id signin with Unity

1 - Download Unity apple id sign in package 2 - Build the sample project file to XCode 3 - Add Authentication services frameworking inside UnityFramework->General->Framework&Libraries 4 - Mark as optional for the new services in UnityFramework->BuildPhases->LinkBinaryWithLibraries 5 - Add capability from Unity-iPhone -> Signing&Capabilities -> Add -> Sign in with Apple Build the app and now completed!