vs2012 and xna4 (monogame) - c#

I got totally sick from this "how to install xna for visual studio 2012" thing. I was searching a lot, checked out lot of tutorials, that work half as I want, and I really know that google is my friend.
I noticed that peeps use monogame nowadays, instead of xna. "SURE": so I installed monogame. Totally cool, I saw it in VS2012 too. But content...
It uses xna content as I understood, so xna developers need less time to adopt their game. Cool. Let's see tutorials... they say you should install VS2010 and then hipp-hopp back and forth to have content in your VS2012 project. Now well I do not want that.
I installed windows phone sdk 8 (or what?) so I can add xna4 content and pipeline projects in VS2012 - so... without VS2010.
Cool, but I can not make it work at all. I got content project, with a .X file in it and a .BMP so that has a texture. I added a WindowsPhoneGameLibrary too, and added content reference as well. I compile and the xnb files appear - pretty cool, I say. Then I try to link all this to the main project and nada.. it says it can not be linked (main project is monogame for windows 8 with xaml). OMG why? When I do model = content.load(etc) it can not load, since the file is not there.
So.. my simple question is: how can I make it "just to work"? Without wizardry or manually copying files from here to there, or without installing VS2010, and such or just without getting bald.

Like the others, I think your question is a little ranty and I don't really understand it but I think reading these might help.
Why is XNA not supported in vs2012?
How to install XNA game studio on Visual Studio 2012?
In regards to your content issues:
"When I do model = content.load(etc) it can not load, since the file is not there."
Ensure all art/sound/effect assets File Properties are set properly:
Build Action should be set to Content
Copy To Output Directory should be Copy if newer or Copy Always

You CAN use XNA with VS2012! Don't give up yet! :) Here's how I did it: How to install XNA game studio on Visual Studio 2012?

You can use XNA with VS2012 (I do it all the time). However, if you're using MonoGame (as I understand from the post), you have to use XNA to convert your content into .xnb files and then put them into the MonoGame content folder. You can't use the Content Pipeline in MonoGame. This might help: http://blogs.msdn.com/b/tarawalker/archive/2012/12/04/windows-8-game-development-using-c-xna-and-monogame-3-0-building-a-shooter-game-walkthrough-part-1-overview-installation-monogame-3-0-project-creation.aspx. Even though it's Windows 8, I don't think that XNA development is different on Windows 7 and 8 (the window will just look different).
Also, if this answer helped, please mark it as the correct answer :). I'm new to the site and could use the reputation ;).

Related

Visual Studio Code Won't auto complete my C# code

SOLVED
Just to clarify this is about VS code not just VS
I've had the worst 3 hours looking for anything that could possibly fix my Visual studio code. I'm using the program to develop a game on unity but I can't seem to get the auto complete thing (I think its Intellisense) to auto complete my code causing spelling mistakes and making coding 10x longer than it needs to take.
Heres a list of things I have tried:
Install .Net Framework v4.7.1 (which is what the console says to do)
Fix the Assembly file made by unity multiple time
Reinstall Visual studio, C# plugin and .Netframework
Change the OmniSharp to the latest version
I will add that when ever I type anything it comes up with "[info]: OmniSharp.Roslyn.CSharp.Services.Completion.CompletionService Could not find document for file c:\Users\Bruhman\Grinder\Assets\Scripts\PlayerMovement.cs"
and when I open visual studios and write anything in the script it'll come up with an error that states "Some Projects have trouble loading. "Source: C# (Extension)" "
Below is a screen shot of what comes up in the console (It's the same every time)
Console
Never Mind I found out the issue, apparently I need to install Visual Studios Community version and then the .Net developer packs from visual studios and not just online, I'm assuming that it doesn't get detected or something when installed through the exe file...
I don't really know much, but I use it every day : have you tried the unity tools extension ?
It features a lot and also the c# auto completion.
If it still bugs, have you installed the .Net for the EXACT version. I also struggled because I had the upper version and not the exact.
Finally is it linked with unity (I don't know if it could interfere if not done)
Sorry I don't know anything else if this don't work.

Saving versions of projects for testing concepts in visual studio

I've been having this problem with visual studio that I cannot seem to find a simple answer to. I would like to be able to save out versions of my visual studio project so that I can test a concept I have in mind that may dramatically change my code and if I do not like the outcome, I would like to be able to load up a older (previous) version of my project. Every googled answer I have found for this problem has been some kind of big professional development version control software. Its crazy to me that there is not a simpler way. I suppose I could copy and paste my project dir each time I want to save a "version" and just rename it, but this seems rather archaic. I use many graphic applications that simply have a "save as with new version" feature and I can easelly load and version I have saved.
any advice would be amazingly helpful.
thank you!!!
Just use git!
https://git-for-windows.github.io/
It is a very simple light weight version control system, that will do everything you are asking for. It is free, and should only take a few minutes to set up.

Working with Cocos 2d-x inside of Microsoft Visual Studios Community 2015

To start things off i am an amateur programmer and have basically only used visual studios to make anything i have made in school. C# is what i am familiar with as far as game development goes, and at this point i am trying to develop a game using visual studios & cocos2ds. That i can somehow port over to the Apple App Store.(Stop me if any of this is completely impossible, like i said i am quite new to the whole app development thing)
So I have one Big question that kind of stems off into a few others. Most importantly I currently have Microsoft Visual Studios Community 2015 version, and I would like to use Cocos 2d-x in unison with VS to create an app. I have currently sifted through a lot of different websites and eventually stumbled upon this : https://www.youtube.com/watch?v=xqtT0E68TJM. This guy is the most informative resource i have found for installing Cocos with VS. I followed his entire tutorial to the very end. With a few minor changes.
At the very end of the tutorial you can see he opens the project.sln file in Visual Studios and runs it. This then brings up the little interface with some numbers across the bottom. When i open it in my Visual Studios it says :
"Unable to start program"
C:\Users\guy\Desktop\Personal\Projects\GameTest1\GameTest1\proj.win32\Debug.win32\GameTest1.exe
The system cannot find file specified."
I cant figure out What exactly is going wrong and why mine wont work. Like i said i only changed a few things from the tutorial but that was because it was from years ago, So i had VS 2015 instead of 13 etc. But my changes were as follows:
I updated my Java recently which was up to Java 8. I downloaded the Newest Eclipse from their website and ran it just like in the tutorial ^. But it didn't work so i had to figure out that in order to run .py files like in the tutorial you had to add "python " before the "cocos.py new ......" in order to create a new file. Then it told me that i had to be running Java 1.6 Whilst i was currently running 1.8. So i downloaded an earlier build of Java then used it as the path destination for eclipse. Then aside from that everything built and i ended up with the right files named correctly in the right spot and presumably in the right format. It just gave me that error ^ at the very last step of the tutorial :S.
Firstly - Cocos2d-x uses C++ or Js(i.e. Cocos2d-js) and not C#.
Secondly - Yes you can port your app to apple app store with Cocos2d-x but it can only be done by a mac but not a windows pc .So if you want to port your game to apple devices you must be having a mac.
Thirdly - It doesn't matter if you have installed java unless you are developing for android.If you want to port your game to android then you must have java installed(it doesn't matter if you have latest version or not but you should install greater than v1.5)
Now coming to your problem
Ensure that you have python version2.7 or greater is installed version 3. will not work.
Also ensure that you don't have any spaces in your file path as that may cause error sometimes.
Hope it helps
Lovekesh Garg provided me with a complete, if not incredibly extensive (abundantly helpful) explanation of basically everything i have asked.
I have been pursuing other interest after realizing the expense involved after some investigation so i apologize for the late answer posting :S.

How to use Xna Content Compiler on visual studio 2013

I saw this solution here so I downloaded and tried to run but I've never used XNA and the website from the link doesn't have any instruction/documentation...
Anyone who uses it have any suggestions?
(I don't have xna... I'm trying to use monogame)
Another rather classic solution is to install XNA framework included in Windows Phone SDK 7, create a separate XNA solution just for the purpose of building XNB files.
To get XNA working on your computer (for VS2010 - VS2013) first download Windows Phone SDK 7 and 8 (both of them) from here:
https://dev.windowsphone.com/en-us/downloadsdk
And then you can install XNA implementation for VS2010 - VS2013 from here:
https://msxna.codeplex.com/releases
Once all is installed, just create a new XNA Game solution. XNA will automatically create two projects for you, one of which is "Content" project, where you can place all your assets (pictures, sounds, fonts). After compilation you will get your XNB files created.

Can't add new monogame content project to solution in VS2012

I'm trying to add a new MonoGame content project (via templates installed in the MonoGame 3.0 installer) to an existing solution in Visual Studio 2012 (Professional), but it always comes up with the following dialog box:
It does create a few empty folders where the project should be, though they don't have anything in them. After this popup it also comes up with this:
I do not have XNA installed as VS2012 does not support it.
Also, I am using Windows 7.
Thank you!
If i were you I would read the three blog posts that Tara Walker has made about Windows 8 game development starting with this one: Overview, Installation and MonoGame 3.0.
The third blog post talks about creating a Content Pipeline outside of Mono Game (using XNA) and importing it into your MonoGame project. It sounds like you will need XNA so you'll need to read through her information and figure out how to get it working in VS2012 Express.
I've been dabbling with a MonoGame project in my spare time and I have been able to load some textures and sprite sheets without a dedicated content project; everything is just added to the project solution and created during initialization of the main class. But I don't know if this is viable in the long term.
HTH.
Mono Content Project depends on the XNA as MONOGAME is still working on truly independent CONTENT MANAGER. So as off now we have to intall XNA. Download it from XNA zip and unzip the content because XNA is not officially supported by MS.
Read the attached readme and install as mentioned. Don't forget to intal the file in zip folder named
"XNA Game Studio 4.0 (2012).vsix" which installs the "XNA" template for VS.
Now try to create a sub-project for your content. Your problem should be fixed !!

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