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Getting started with
MonoGame using
Visual Studio 2015
DARKSIDE OF MONOGAME
SIMON JACKSON
AUTHOR AND MICROSOFT MVP
@SIMONDARKSIDEJ
News headlines
As of March 2017, we have two major events
•MonoGame 3.6 was released
•Visual Studio 2017 was released
Getting Started – Visual Studio 2015
Session will cover what is needed for:
• Developing games forWindows desktop / Linux /
OpenGL
• Building Content Pipeline Projects
• Developing Game for Android
• Developing Games for iOS / MacOS
• Developing Games forWindows 8.1/WM8.1
• Developing Games forWindows 10 UWP
Default Visual Studio 2015 C# install
Out of the box, you can build the following project types:
• Windows Desktop DX (classic)
• Cross-Platform OpenGL (Linux /Windows / Etc)
• Content Pipeline Extensions
Gets you a basic game up and running or several platforms
Be sure to check the video below for best-practices in setting up a
multi-platform MonoGame Project:
http://bit.ly/monogamemulti-platform
Building for Android
WHAT’S REQUIRED FOR ANDROID DEVELOPMENT
Android setup for Visual Studio 2015
• Requires the Xamarin Core module
(C#/.NET Xamarin)
• Requires Android SDK for target builds
• Requires Android NDK (native dev kit) for
target builds
• Optional –Visual Studio Android emulator
• Optional – Xamarin account
(recommended)
Tips ‘n’ tricks with Android
• Be aware it’s a fragmented platform – likely need several projects
• Use MS Android emulator over Google Android Emulator
(unless you like pain)
• MS Emulator requires a minimum machine with 8GB memory
Alternatively use connected device
• Physically testing is critical due to device differences, plan ahead
Use Xamarin cloud test or the recently announced Azure Mobile test
platform (Xamarin cloud Mk2) at:
http://mobile.azure.com (currently in preview)
• Get a Xamarin account, it’s free and gives you update news
Building for iOS / MacOS
WHAT’S REQUIRED FOR APPLE DEVELOPMENT
iOS setup for Visual Studio 2015
• Only requires the Xamarin Core module
(C#/.NET Xamarin)
• Optional – Xamarin account (recommended)
• Requires a MAC build host machine!
Tips ‘n’ tricks with iOS / MacOS
• Cannot build for MAC onWindows. Can only be done on a MAC 
• iOS builds require a MAC to build on, can develop onWindows
• Physically testing is recommended, plan ahead
Use Xamarin cloud test or the recently announcedAzure Mobile test
platform (Xamarin cloud Mk2) at:
http://mobile.azure.com (currently in preview)
• Get a Xamarin account, it’s free and gives you update news
Sorting out your Mac Build Host
• You need a MAC  but can be done with a cheap Mac Mini if you don’t have one
(But check the following requirements before buying)
• Requires:
• The latest iOS SDK.
• The latest version of Xcode.
• Mac OS XYosemite(10.10) & above.
• Apple Dev Center account
• Xamarin Software is FREE now, even on Mac
• Extended capabilities will require either a Xamarin License or MSDN subscription
• See the following site for more details
https://developer.xamarin.com/guides/ios/getting_started/installation/mac/
Building for Windows 8.1 / WM 8.1
WHAT’S REQUIRED FOR WINDOWS 8 DEVELOPMENT
Windows 8.1 setup for Visual Studio 2015
• Requires theWindows 8.1 tools module
(C#/.NET Xamarin)
• Requires the “Tools andWindows SDKs” module
• Optional –Windows Phone 8.1 emulators
Tips ‘n’ tricks with Windows 8.1
• Remember baseWindows 8.0 is not supported on the store anymore,
onlyWindows 8.1
• Windows 8.1 builds have a limited lifespan but still supported on
Windows 10 devices (thanks to the store up-conversion)
• Physically testing is recommended, simulators / emulators will always
have higher performance
Building for Windows 10 UWP
WHAT’S REQUIRED FOR WINDOWS 10 DEVELOPMENT
WINDOWS / MOBILE / XBOX / IOT / HOLOLENS
Windows 10 Visual Studio 2015 profile
• Requires Universal Windows App
DevelopmentTools
• Needs all SDK versions, which is the default
• Windows 10 machine enabled for either
“Sideloading” apps or “Development Mode”
Settings -> Update & Security
-> For Developers
• Windows Store license required to ship (one
time fee)
Tips ‘n’ tricks with Windows 10
• “It just works” ™ :D
• Keep an eye on the PR’s / Issues list. UWP received a lot of performance
updates and tweaks for 3.6
• As UWP is a “one size fits all” platform, plan for resolution / input
patterns that your game will use. Remembering some platforms don’t
have touch (I’m looking at you Xbox!)
• MonoGame fully supports the new “Creators Dev program” as well as
ID@Xbox
• If you want to take your UWP game to native Xbox, talk to the
MonoGame team for access to the Xbox branch (requires ID@Xbox
agreement)
Other considerations
Other considerations building with
MonoGame
• Plan your content
If targeting multiple platforms, try to use a single shared content
project to reduce overhead
Add additional “platform specific” content projects only when
required
• Market early
It’s essential to build up good relations with each market store.
Almost never too early to “get out in front”
• Test often
Some platforms will require more testing than others, plan to test
deployment and not just gameplay. Use test tools where possibe.
Thanks for watching
DARKSIDE OF MONOGAME
SIMON JACKSON
AUTHOR AND MICROSOFT MVP
@SIMONDARKSIDEJ

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Getting started with MonoGame on Visual Studio 2015

  • 1. Getting started with MonoGame using Visual Studio 2015 DARKSIDE OF MONOGAME SIMON JACKSON AUTHOR AND MICROSOFT MVP @SIMONDARKSIDEJ
  • 2. News headlines As of March 2017, we have two major events •MonoGame 3.6 was released •Visual Studio 2017 was released
  • 3. Getting Started – Visual Studio 2015 Session will cover what is needed for: • Developing games forWindows desktop / Linux / OpenGL • Building Content Pipeline Projects • Developing Game for Android • Developing Games for iOS / MacOS • Developing Games forWindows 8.1/WM8.1 • Developing Games forWindows 10 UWP
  • 4. Default Visual Studio 2015 C# install Out of the box, you can build the following project types: • Windows Desktop DX (classic) • Cross-Platform OpenGL (Linux /Windows / Etc) • Content Pipeline Extensions Gets you a basic game up and running or several platforms Be sure to check the video below for best-practices in setting up a multi-platform MonoGame Project: http://bit.ly/monogamemulti-platform
  • 5. Building for Android WHAT’S REQUIRED FOR ANDROID DEVELOPMENT
  • 6. Android setup for Visual Studio 2015 • Requires the Xamarin Core module (C#/.NET Xamarin) • Requires Android SDK for target builds • Requires Android NDK (native dev kit) for target builds • Optional –Visual Studio Android emulator • Optional – Xamarin account (recommended)
  • 7. Tips ‘n’ tricks with Android • Be aware it’s a fragmented platform – likely need several projects • Use MS Android emulator over Google Android Emulator (unless you like pain) • MS Emulator requires a minimum machine with 8GB memory Alternatively use connected device • Physically testing is critical due to device differences, plan ahead Use Xamarin cloud test or the recently announced Azure Mobile test platform (Xamarin cloud Mk2) at: http://mobile.azure.com (currently in preview) • Get a Xamarin account, it’s free and gives you update news
  • 8. Building for iOS / MacOS WHAT’S REQUIRED FOR APPLE DEVELOPMENT
  • 9. iOS setup for Visual Studio 2015 • Only requires the Xamarin Core module (C#/.NET Xamarin) • Optional – Xamarin account (recommended) • Requires a MAC build host machine!
  • 10. Tips ‘n’ tricks with iOS / MacOS • Cannot build for MAC onWindows. Can only be done on a MAC  • iOS builds require a MAC to build on, can develop onWindows • Physically testing is recommended, plan ahead Use Xamarin cloud test or the recently announcedAzure Mobile test platform (Xamarin cloud Mk2) at: http://mobile.azure.com (currently in preview) • Get a Xamarin account, it’s free and gives you update news
  • 11. Sorting out your Mac Build Host • You need a MAC  but can be done with a cheap Mac Mini if you don’t have one (But check the following requirements before buying) • Requires: • The latest iOS SDK. • The latest version of Xcode. • Mac OS XYosemite(10.10) & above. • Apple Dev Center account • Xamarin Software is FREE now, even on Mac • Extended capabilities will require either a Xamarin License or MSDN subscription • See the following site for more details https://developer.xamarin.com/guides/ios/getting_started/installation/mac/
  • 12. Building for Windows 8.1 / WM 8.1 WHAT’S REQUIRED FOR WINDOWS 8 DEVELOPMENT
  • 13. Windows 8.1 setup for Visual Studio 2015 • Requires theWindows 8.1 tools module (C#/.NET Xamarin) • Requires the “Tools andWindows SDKs” module • Optional –Windows Phone 8.1 emulators
  • 14. Tips ‘n’ tricks with Windows 8.1 • Remember baseWindows 8.0 is not supported on the store anymore, onlyWindows 8.1 • Windows 8.1 builds have a limited lifespan but still supported on Windows 10 devices (thanks to the store up-conversion) • Physically testing is recommended, simulators / emulators will always have higher performance
  • 15. Building for Windows 10 UWP WHAT’S REQUIRED FOR WINDOWS 10 DEVELOPMENT WINDOWS / MOBILE / XBOX / IOT / HOLOLENS
  • 16. Windows 10 Visual Studio 2015 profile • Requires Universal Windows App DevelopmentTools • Needs all SDK versions, which is the default • Windows 10 machine enabled for either “Sideloading” apps or “Development Mode” Settings -> Update & Security -> For Developers • Windows Store license required to ship (one time fee)
  • 17. Tips ‘n’ tricks with Windows 10 • “It just works” ™ :D • Keep an eye on the PR’s / Issues list. UWP received a lot of performance updates and tweaks for 3.6 • As UWP is a “one size fits all” platform, plan for resolution / input patterns that your game will use. Remembering some platforms don’t have touch (I’m looking at you Xbox!) • MonoGame fully supports the new “Creators Dev program” as well as ID@Xbox • If you want to take your UWP game to native Xbox, talk to the MonoGame team for access to the Xbox branch (requires ID@Xbox agreement)
  • 19. Other considerations building with MonoGame • Plan your content If targeting multiple platforms, try to use a single shared content project to reduce overhead Add additional “platform specific” content projects only when required • Market early It’s essential to build up good relations with each market store. Almost never too early to “get out in front” • Test often Some platforms will require more testing than others, plan to test deployment and not just gameplay. Use test tools where possibe.
  • 20. Thanks for watching DARKSIDE OF MONOGAME SIMON JACKSON AUTHOR AND MICROSOFT MVP @SIMONDARKSIDEJ