make their Windows and Windows Phone games run on other systems.“ Currently supports iOS, Android, MacOS, Linux, all Windows platforms, OUYA, PS4, PSVita, and Xbox One. It implements the Microsoft XNA 4 Application programming interface.
2D and 3D graphics, audio, networking, and multiple inputs including touch, mouse, gamepad, and keyboard. This is accomplished by use of the Mono framework, which is a free and open source .NET Framework compatible project created and maintained by Xamarin.
C/C++ and sometimes Assembly Language for “serious” game development. In 2006, Microsoft released the XNA game development framework, and it was glorious. C#, Managed Code, Xbox 360 support. Truly a thing of beauty. Then, alongside the release of Windows 8, Microsoft killed it.
was closed source, and limited to just Microsoft platforms, but MonoGame supported iOS, Android, Windows, Linux, etc… with new platforms being added all the time. MonoGame is currently in version 3.5.1 and is still being actively developed.
MonoGame comes with templates for these OS’s. You’re all set. Windows GL This project type is for people who prefer OpenGL over DirectX Linux https://github.com/mono/MonoGame/wiki/Tutorials:-Getting-Started-on-Linux Mac OS requires Mac Developer Program account https://developer.apple.com/programs/mac/ Playstation 4 requires acceptance in Sony Dev program (http://us.playstation.com/develop/) Playstation Mobile requires acceptance in Sony Dev program (http://us.playstation.com/develop/) Ouya https://devs.ouya.tv/developers/docs/mono-game Android http://gamasutra.com/blogs/MattHughson/20140428/216416/XNA_to_MonoGa meAndroid__Porting_Primer.php Windows Phone 8 http://developer.nokia.com/community/wiki/XNA_Games_On_Windows_Phone _8_with_Monogame iOS (iPhone / iPad) requires iOS Developer Program account (https://developer.apple.com/programs/ios/)
– Any SKU will do, including the Express edition. If you are running Windows 8, get "Express 2013 for Windows" and if you're running an earlier operating system, like Windows 7, get Express 2013 for Windows Desktop. 2. MonoGame – Grab the latest release (currently 3.5.1) from http://www.monogame.net/downloads/ 3. XNA Content Compiler – You'll need this to compile things like SpriteFonts, audio files and certain image formats. You can find this at https://xnacontentcompiler.codeplex.com/.
– This is how you develop for Mac, and iOS. https://developer.apple.com/downloads/index.action. 2. XamarinStudio – Grab the latest MacOSX release (currently 5.10.1) from http://www.monodevelop.com. (This installs Mono Framework too.) 3. Install the MonoMac plug in (from within XamarinStudio) 4. MonoGame – Finally, download and install this, found here: https://github.com/mono/MonoGame.
and a handful of key methods: Update() Use this to update game object data (position, rotation, collision detection, etc…) and process player input. Draw() Use this to update the screen, calling the draw() method of your game objects (which should, in turn, use the spriteBatch object.)
be drawn using the same settings. ContentManager Loads managed objects from the binary files and manages the lifespan of the loaded objects. GameTime Gives us time elapsed since last update (ElapsedGameTime) and time since the start of the game (TotalGameTime.)