monogame

How do i implement Awesomium 1.7.4.2 in a Monogame project?

这一生的挚爱 提交于 2019-12-04 08:11:17
问题 Im trying to render render a browser in side my monogame project, for drawing some interface & stuff. I've done this in the past with older versions of awesomium with no problems. But i can't figure out how to properbly initialize awesomium in this new version, I get an error no matter how i try to go about it. As i understand it i need to call WebCore.Run() once, instead of WebCore.Update(), but i get varius exceptions from that method. Here are the steps that i've followed so far: Install

Workaround for Texture2D.GetData method

倾然丶 夕夏残阳落幕 提交于 2019-12-04 05:41:43
I’m converting a game from XNA to iOS with Monogame. In the code snippet below, smallDeform is a Texture2D on which I call the GetData method. smallDeform = Game.Content.Load<Texture2D>("Terrain/..."); smallDeform.GetData(smallDeformData, 0, smallDeform.Width * smallDeform.Height); I’m having some problem with Monogame because the feature in iOS has not been implemented yet because it returns this exception. #if IOS throw new NotImplementedException(); #elif ANDROID I tried to serialize the data in a XML file from Windows to load the whole file from iOS. The serialized files weight more than

How do I add MonoGame project templates to MonoDevelop on MacOS?

自古美人都是妖i 提交于 2019-12-04 03:23:59
According to the readme, I am supposed to Shutdown MonoDevelop Find your MonoDevelop AppBundle Right Click on it and select "Show package Contents" Press Alt and Drag and Drop the directory MonoDevelop.MonoGame.2.5 into ../Contents/MacOS/lib/monodevelop/AddIns/ Which I did - but I still don't see the project templates in MonoDevelop. I also looked at these other questions here , here and a few more on google - but didn't find that anyone got the templates to work (most of them used workarounds that involved hand-editing other such template projects or editing a MonoTouch OpenGL project). Any

How to set xnb files on Monogame Windows Phone 8 Game project?

空扰寡人 提交于 2019-12-04 01:52:33
问题 I never found any tutorial to make xnb files works. They are all using non Windows Phone 8 (Win 8 metro, etc) way. Can someone guide me to make my xnb files workable at MonoGame Windows Phone 8 Game project? Because nothing I googled is doing any good. Also, can I create an XNB using XNA Windows Game Project (with VS 2010) or does it need the project to be Windows Phone Game (I haven't Installed WPhoneSDK 7.1, but have installed the 8th in VS2012) I so far use several ways and keep resulting

Getting Monogame content pipeline to work with Visual studio 2013 in windows 8

六眼飞鱼酱① 提交于 2019-12-03 14:50:48
I've got monogame working in VS 2013 but I can't get the content pipeline to work. When I try to import an existing Content pipeline Project I get the following error. And I can't create a new project since the templates arent installed in 2013. Since I am running windows 8 I cannot install XNA (installer stops saying it requires Win 7 or Vista). Reading here: https://github.com/mono/MonoGame/wiki/MonoGame-Content-Processing It seems XNA is required..? EDIT Fex answer gets the templates installed in VS 2013 and I can create a new MonoGame windows Project. But I still cant create or open

Android API IsConnected returning TRUE after Signing Out

試著忘記壹切 提交于 2019-12-03 13:22:00
I am developing a game for Android using Google Play Game Services, using Xamarin. I am doing my testing using a Genymotion Android Emulator. I have run into an issue that appears to be a bug in either Google Play or Xamarin's implementation. If I sign out of a Google account , calls to the IGoogleApiClient.IsConnected() continue to return true (even though I have clearly just signed out). If I then attempt to use that API object, I will get exceptions like: java.lang.SecurityException: Not signed in when calling API For example, the follow code results in the above exception if executed after

How to integrate AdMob ads in the latest MonoGame Android (XNA)?

人走茶凉 提交于 2019-12-03 09:23:18
I have spent the last couple days researching AdMob integration for MonoGame Android and so far have not been able to successfully add a banner to the game I just made. All of the answers I have found so far are terribly outdated and none of the examples I found are working in the latest Android APIs. I am using development build #983 of MonoGame 3.2 in Visual Studio. I have tried: using the sample found in this github repo: /CartBlanche/MonoGame-Samples/tree/master/AdMob as well as the sample found in this github repo: /xamarin/monodroid-samples/tree/master/AdMob Updating the SDK manager to

How can i install MonoGame into Visual Studio 2013?

萝らか妹 提交于 2019-12-03 09:19:40
How can I install MonoGame templates for Visual Studio 2013 ? Assuming you want C# templates: Install MonoGame from here Find the Visual Studio templates folder (usually C:\Users[your user name]\Documents\Visual Studio 2012\Templates\ProjectTemplates\Visual C#) Copy the MonoGame folder to the Visual Studio 2013\Templates\ProjectTemplates\Visual C# folder. UPDATED 7 January 2014 For people who want to use Monogame can download the 3.2 which provide the support for 2013. The installer are available at http://build.monogame.net/job/develop-win/lastSuccessfulBuild/artifact/Installers/Windows/ If

Unable to find an entry point named 'glBindFramebuffer' in DLL 'opengl32.dll'. in MonoGame 3.0

有些话、适合烂在心里 提交于 2019-12-01 07:00:41
Recently I install MonoGame 3.0 on my Laptop. I took a band New "MonoGame Windows OpenGL Project" from project template and try to run it and i got this exception. Unable to find an entry point named 'glBindFramebuffer' in DLL 'opengl32.dll'. The exception was here: public Game1() : base() { graphics = new GraphicsDeviceManager(this);<----|Unable to find an entry point named 'glBindFramebuffer' in DLL 'opengl32.dll' I am installed : MonoDevelop 3.0.6 gtk-sharp-2.12.10.win32 Opentk-2010-10-06 XNAGS40_Setup jdk-7u9-windows-x64 MonoGame3.0 I am using : Windows 7 x64 Visual studio 2012 ASUS A52F

ContentLoadException in MonoGame

社会主义新天地 提交于 2019-12-01 05:21:08
问题 I've been trying load a texture in MonoGame using Xamarin Studio. My code is set up as below : #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Storage; using Microsoft.Xna.Framework.Input; #endregion namespace TestGame { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; //Game World Texture2D texture