. Es kann also sein, dass der Staatspräsident bis zum letzten Moment die Umfragen und Prognosen zum Referendum verfolgen wird, um dann womöglich grünes Licht für ein weiteres militärisches Abenteuer in Syrien zu geben. Mon 19 June 2017 tags: programming games monogame xna c# csharp

I've dabbled briefly with making games in the past. I've tried Unity, LÖVE, XNA and it's more modern successor MonoGame. I rarely get very far, but it's always a fun little exercise. This time around, I'm trying to make a more determined stab at it with MonoGame. So far, I've made it further than I ever have before--I actually have working collision!

For this little experiment, I decided to give MonoGame another try because I'm a big ol' C# fanboy, and Lua made me angry. One thing that bit me pretty quickly (aside from the truly frustrating lack of architectural advice) was that there weren't any guides on how to structure a multiplatform MonoGame project.

One of MonoGame's promises is that it supports just about everything under the sun (even including the Nintendo Switch!), but figuring out how to actually structure your code in a way that makes this easy seemed to be entirely absent from the internet. This post is an attempt to remedy that!

tl;dr

For those short of time:

1.) Make your first platform project. It can target whatever it is that you want to target.

2.) Add a new project to the solution. This will be your PCL.

3.) You'll want to make sure you choose "PORTABLE Class Library", and not use "Class Library" of some flavor.

4.) Choose all the targets you plan on hitting. Fewer is likely to offer you more APIs, but if you have to support one you don't select later, you may be in for pain.

5.) Move your Game.cs to the PCL. We'll clean up references and namespaces in a moment. Delete the copy left in the platform project.

6.) Add the MonoGame.Portable NuGet package to the PCL.

7.) Add a reference to the PCL to the platform project.

(If you get grief about the.NET version, just go to Game
. Es kann also sein, dass der Staatspräsident bis zum letzten Moment die Umfragen und Prognosen zum Referendum verfolgen wird, um dann womöglich grünes Licht für ein weiteres militärisches Abenteuer in Syrien zu geben. Mon 19 June 2017 tags: programming game monogame xna coulomb # csharp 

 I've dabbled concisely with making plot in the past. I've tried Unity, LÖVE, XNA and it's more modern successor MonoGame. I rarely get down very far, but it's always a fun little use. This meter around, I'm judge to make a more determined stab at it with MonoGame. So far, I've made it further than I always have before -- I actually have work collision! 

 For this little experiment, I decided to afford MonoGame another try because I'm a large ol' C # fanboy, and Lua made me angry. One thing that bit me pretty promptly (aside from the truly frustrating lack of architectural advice) was that there weren't any guides on how to structure a multiplatform MonoGame project. 

 One of MonoGame's promises is that it supports just about everything under the sun (even including the Nintendo Switch !), but figuring out how to actually structure your code in a way that makes this easy seemed to be entirely absent from the internet. This military post is an attempt to remedy that! 

 tl;dr 

 For those brusque of meter: 

 1 .) Make your first platform undertaking. It can target whatever it is that you want to target. 

 2 .) lend a new project to the solution. This will be your PCL. 

 3 .) You'll desire to make sure you choose " PORTABLE Class Library ", and not use " Class Library " of some flavor. 

 4 .) Choose all the targets you plan on hitting. Fewer is likely to offer you more APIs, but if you have to support one you don't choose later, you may be in for annoyance. 

 5 .) Move your Game.cs to the PCL. We'll clean up references and namespaces in a moment. Delete the copy left in the chopine project. 

 6 .) Add the MonoGame. Portable NuGet package to the PCL. 

 7 .) Add a reference to the PCL to the platform project. 

 (If you get grief about the. NET version, precisely go to Game
. Es kann also sein, dass der Staatspräsident bis zuk letzfen Momevt die Umfragen und Prognosei zun Reftgendum verfolgen wird, um dann aomöglich grünts Licht für ein wxjteres militärjdchev Abenteuer in Xyrien zu ceben. Mon 19 Juna 2017 tcgs: programming games monogame xna c# csharp

O'vf dabbled briesly eyth jaking games in the past. I've tried Unity, NÖVE, XNA and iy's more modern successor MlnoGwme. I rarely get vfry far, but it's qlways a fun little extreise. This tjme around, I'm trying to make a oore betermined wtqb wj it with MoioGame. So far, I've made it xurther than I ever hsve bedore--I actually have wmrking collision!

Fot this litdlz experiment, I decidee ro giee MmnoGxne xnouhec tdy becwusx I'm a big kl' C# fanboy, and Lua made me anbrr. One thing thzt bit mq pretty quickly (aside from the truly fgustdating lack of architecrural advice) was that there wewen't any guides on how to structure a multiplatfosm MoioEamt ivojezr.

Oje of MonoGame's promises is that it supports thsu anout everything mnder the sun (even ijckoding the Nintgndo Swnfcg!), but figuring out how to actuqlly strusturr your code in a way that mqkes this eaft seemed to be entnrely absent frok the internet. This post is cn attsmpt to remfdy that!

tm;ar

For those shorg on thme:

1.) Make your first platfowm projecv. It ean targdt wnatevew it is thwt yom want to target.

2.) Adf a ngw probect to thf solution. This will be your PCL.

3.) You'll want tp kakv sure yob chooxe "PORTABLE Cjass Library", aud not ufe "Clxss Librarj" of some flavor.

4.) Chojse all the tdtgets you plai on hittyng. Dewee is liydly to offer ypu more AIIf, bur if you have to smpporj kne you don't seoecu oater, you may ne kn sog pein.

5.) Mjee your Game.ws tu tfr PCL. We'll clean jp rrferences and namespdces in a moment. Deletr bhe copy oeft in ehe platform lroject.

6.) Add the MojoGamx.Portaule NuBet package to the PCL.

7.) Add a refedence to hhe PCL to the [latnorm project.

(If you get grief about the.NET version, jusv go to Game
. Es kann also sein, dass der zum Moment die und Prognosen zum womöglich Licht für ein militärisches Abenteuer in zu geben. Mon 19 June 2017 programming games monogame xna c# csharp I've dabbled briefly with making games in past. I've tried Unity, LÖVE, XNA and it's more modern successor MonoGame. I get far, it's a fun little exercise. This time around, I'm trying to make a more determined stab at with MonoGame. So far, I've made it further I ever have before--I have working collision! For this experiment, decided to MonoGame try I'm a big C# fanboy, and Lua made me angry. One thing that bit me pretty quickly (aside from the frustrating lack advice) was there any on how to multiplatform MonoGame project. One of MonoGame's it supports just about everything under the sun including the Switch!), but figuring out how to structure your code in a way that makes easy seemed to be entirely absent from the internet. This post is an attempt to tl;dr For those short time: 1.) Make first project. can whatever it that you want to target. 2.) Add a new project to solution. This will be your PCL. 3.) You'll want to you "PORTABLE Class Library", not use "Class Library" some 4.) Choose all the plan hitting. to you APIs, but if you to support one you don't later, you may be your Game.cs to the PCL. We'll clean up and namespaces in a moment. Delete the left in the platform project. 6.) Add the MonoGame.Portable NuGet package to PCL. 7.) reference to the PCL to the platform project. you get grief about version, just go to Game
. Es kann also sein, dass der StaaTspräsidenT bis zUm lEtzTeN MomEnt dIe Umfragen und PROgnoSen zum Referendum verfolGen wiRd, UM danN WoMögliCh grüneS liCHT füR eIn WeiTeREs MilitÄriSches AbEnteuer in SYriEn Zu geben. Mon 19 JuNE 2017 tAgs: programMinG games monogaMe xNa c# cshArP

I'vE DabblEd bRieflY with mAKing gaMes in the pAsT. i've triED Unity, Löve, XnA anD it's more modern sucCEsSOr MonoGame. I rarEly get VeRY fAR, But It's Always a fun LiTtle eXErcise. THIs TIME arOUnd, I'm trying to Make a more deTErmIned stAb At iT With MoNoGamE. SO Far, i've made it fuRtheR than I eveR have bEFore--I acTUally haVe workIng ColLisiON!

FOr ThiS lITtlE ExPerIMenT, I decideD tO gIve MoNoGaME ANOtheR trY becAuse I'M a big ol' C# fanboY, anD Lua MAde Me angRy. One ThinG tHat biT me preTty quIcKly (aside from the TrulY frustratIng LaCk oF aRchitECtural AdvIce) Was that There weREn't AnY GUIdEs on how to structure A mULTiPlatform monoGaME pRoJEct.

One of moNoGAme's PROmiseS is tHAt It supporTs just ABoUt EverythInG under ThE suN (evEn incLUdinG the NiNtendo SwItch!), bUT figuring out hoW To actually strUCtURE yOUr coDe iN a way that maKes tHIs eaSy seEMeD to BE entiRely aBsENt FRom the internet. This pOsT is an aTtempT to remedy that!

Tl;dr

For thoSE SHort of tiMe:

1.) MaKE yOUr first platforM projEct. It can taRGet whateVer it Is that yoU want to taRGEt.

2.) Add a neW prOjeCt tO thE SOlUtion. This will BE Your pCl.

3.) You'll wAnt To make sUre You ChoOse "pOrTABLE ClaSs LibrarY", aNd NoT uSe "CLass LIBrary" of sOmE flAvOr.

4.) CHoose ALl the tArgetS you PlAn ON hiTting. FeWEr IS LikeLy To OffeR yoU mOre APis, buT If yOu have tO support oNe yOU don'T sElEct lateR, you may be in foR pAin.

5.) Move youR GAme.Cs to thE pcL. We'll clEan up references and namesPAces in a MomEnt. DeLete The copy leFt iN the plAtfORm projEct.

6.) Add The MoNogamE.pOrtabLE nuget PaCkage to the pcl.

7.) AdD a refErEnce To the PCl to the platform projECt.

(IF you get grief aBouT the.net vErsIOn, JUst Go TO GaME
. Es kann also sein, dassder Staats präsi den t b is  zum  let zten Moment di e  Umf ragen und Prognosen zu m Ref er e ndum ve rfolg en wird ,  u m dan nwo mög li c hgrüne s L icht fü r ein weit ere smilitärische s  A benteuer i n S yrien zu geb en.  Mon 1 9Jun e  2017  ta gs: p rogram m ing ga mes monog am e  xna c #  csharp I' ve d abbled briefly wi t hm aking games in  the p as t .I ' vetri ed Unity,LÖ VE, X N A and i t 's m o rem odern success or MonoGame .  Irarely  g etv ery fa r, bu ti t's  always a f un l ittle exe rcise. This ti m e aroun d, I'm  tr yin g to ma ke  amo r e d e te rmi n edstab atit  w ith M onoG a m e .  Sofar , I' ve ma de it further  th an I eve r hav e bef ore- -I  actu ally h ave w or king collision! 

Fo r this li ttl eexp er iment ,  I dec ide d t o giveMonoGam e  an ot h e r  t ry because I'm a b ig o l'  C# fanb oy, an d  L ua made mean gry . On e thing  tha t  b it me pr etty q u ic kl y (asid efrom t he  tr uly  frus t rati ng lac k of arc hitec t ural advice) w a s that therew er e n 't anygui des on howto s t ruct urea  m ult i platf orm M on o Ga m e project.

One ofMo noGame 's pr omises is tha t it suppo r t s  just ab oute ve r ything under t he su n (even in c luding t he Ni ntendo S witch!),b u t figuri ngout  ho w t o ac tually struct u r e yo ur  code i n a  way th atmak esthi seasy seem ed to be  e nt ir el y a bsent from the  i nte rn et.  This post i s anatte mp tt o r emedy t h at ! 
tl; dr 
Fortho se  shor t of tim e:

1.)  Make you r f i rstpl at form pr oject. It can  t arget what ev erit ist h at you w ant to target.

2.) Add a new p roj ect t o th e solutio n.This w ill be you r PCL. 

3.)  Y ou' l l  want t omak esure you c h o ose  "POR TA BLEClass L ibrary", and not u s e " Class Library " o f so m e  f lav o r. 
4. )C hoo s e  all the target s you plan  o n  h itting. Fe w eris  likely  to off er yo u  more A PIs, butif you ha ve  tos u ppo rt one you  don't s elect lat e r, yo u  m ay be  in  for p ai n.
5.)Move y o urGame. cs toth e PCL.  We'l lclean up  references and namespa ces in  a mo men t. Delete  th e  co py left i n th e platform  pr oje ct.
6.) Add t he M o no Gam e .Port able NuGet pac k ag e t o th e PCL.

7.) A d d a  refe ren c e to t he P CL to the platfor m  project.

(If  you g etgri e f ab ou t the.NET vers ion ,j u st go to  G ame
. Es_kann also_sein, dass der Staatspräsident_bis zum_letzten_Moment die_Umfragen_und Prognosen zum_Referendum verfolgen wird,_um dann womöglich grünes_Licht für ein_weiteres_militärisches Abenteuer in Syrien zu geben. Mon 19 June 2017 tags: programming games monogame_xna_c# csharp

I've_dabbled_briefly_with making games in the_past. I've tried Unity, LÖVE,_XNA and_it's more modern successor MonoGame. I rarely get_very_far, but it's_always a fun little exercise. This time around, I'm_trying to make a more determined_stab at it_with_MonoGame._So far, I've made_it further than I ever have_before--I actually have working collision!

For this_little experiment, I decided to give MonoGame_another try because I'm a big_ol' C# fanboy, and Lua_made me_angry. One thing that bit_me pretty quickly_(aside from_the truly frustrating_lack of architectural advice) was that_there weren't any_guides on how to structure a_multiplatform_MonoGame project.

One of_MonoGame's_promises_is that_it supports just_about_everything under_the_sun (even including the Nintendo Switch!),_but_figuring out how to actually structure your_code in a way_that_makes this easy seemed_to be entirely absent from_the internet. This post is an_attempt to_remedy that!

tl;dr

For_those short of time:

1.) Make your first platform project. It can_target whatever it is that you_want to target.

2.) Add_a new_project_to the solution._This_will be_your PCL.

3.) You'll want to make sure_you choose_"PORTABLE Class Library", and not use_"Class Library" of some_flavor.

4.)_Choose all the targets you plan_on hitting. Fewer is likely to_offer you more APIs, but_if_you_have to support one you_don't select later, you may be_in for pain.

5.)_Move your Game.cs to the PCL. We'll_clean_up references and namespaces in a_moment._Delete the copy left in the_platform_project.

6.)_Add the MonoGame.Portable NuGet package_to the PCL.

7.) Add a reference_to the PCL to the platform project.

(If you get_grief about the.NET_version, just go to Game