Can I use monogame?

My development system is Windows 7 and Visual Studio 2010. Some quick questions:

  1. Can I use Monogame with this environment?
  2. What version of Monogame should I download?

Thanks!

32-bit or 64-bit Windows? While applications built with MonoGame can be 32- or 64-bit, the content pipeline that is used to process textures, sounds and other assets is built for 64-bit Windows only.

While you can use the current version with VS2010, we will be phasing out support for VS2010 very soon. There have been three versions of Visual Studio since VS2010, with several free options in VS2013 and VS2015.

32-bit operating system.

I’ve done XNA 4.0 development on this system before. I’m really hoping to avoid updating the OS because that never goes smoothly. I can’t afford to buy a new development system. I was hoping to use what I have and what has worked for me in the past.

I really recommend you upgrading your system to 64bit if you want to continue with development. That being said… as Konaju mentioned Monogame itself and application created by it should work on 32. Content pipeline (which is in my opinion in pretty bad shape - no offense here, it is open source and I haven´t exactly contributed myself, just fair warning from one developer to another) can be bypassed by using XNA to compile your content instead. It might be little annoying, but it should work. On top of it XNA can compile more formats with less issues than Monogame pipeline (personally I have to use it for 5% of assets).

If you get some time @Ravendarke please open an issue on GitHub with any issues you’ve run into. We can’t fix what we don’t know about.

Mostly format issues, DDS (with unusual surface format), HDR, strange behavior of .fx optimization. I will try to post details on GitHub later.

What I’m looking to do is a new version of a #1 game that I wrote in 1987 (yes, I know, you guys weren’t even probably alive back then).

It’s a very simple project. I figure it would take me a couple of months to do in either C++ or C# for Windows.
I’m looking at MonoGame with an eye towards easy porting to iOS and Android (I guess XBox is out of the question, now).

My game doesn’t use 3D content. It’s just a 2D map with a front screen/back screen and type (fonts). Nothing fancy at all.

I probably played it in the 80’s if it was a #1 game back then.

Our 3D model support in the Content Pipeline does need some work, but many great 2D games have been made with MonoGame.

Windows 10 is a free update and works well on lower spec machines. I’ve done several PC update to it without issues.

I had two #1s: UMS: The Universal Military Simulator (which is what I’m doing a new version of) and Designasaurus.

Yeah, I’ve get a pop-up for a free upgrade to Windows 10 on my machine all the time. I’m just worried about backward compatibility and unexpected weirdness in general.You know, with Windows, you just feel lucky if you’ve got a vaguely stable OS that doesn’t crash once a day (which I’ve achieved with Windows 7).

Okay, I’ve upgraded to Visual Studio 2015… so far it was painless.

Question: Microsoft says that Visual Studio 2015 can be used for crossplatform development (iOS + Android, too). How does this differ from Monogame?

VS2015 has support built-in for building C++ projects for Android and iOS. It also has tighter integration with Xamarin for C# on Android and iOS. So to build C# applications for Android and iOS, you still require a Xamarin license, same as you did before.

It didn’t seem like Visual Studio 2015 supported C++ at all; at least I didn’t see a ‘new C++ project’ option.

Am I missing something?

And what does a Xamarin license cost?