This is the long awaited release of MonoGame 3.2 with over a year of fixes, features, and improvements across 1,600 commits. This release only has prebuilt binaries for Windows as we are currently reworking our Mac and Linux release packaging. MonoGame 3.2 for VisualStudio MonoGame 3.2 On GitHub The notable changes in this release: Implemented missing PackedVector types.…
So, I guess still no news on the Content Pipeline…
Sorry I just asked the question that’s been asked a million times before, though…
EDIT: Like, I’ve been using this but, as the link says, it only supports images and SpriteFonts. Just wondering if MonoGame 3.2 will support more than just that when it hits Linux…
EDIT 2: If not, I’m probably just gonna use Disk2VHD on my Windows tablet and then just use the image on VirtualBox on my laptop… The problem is, I swore off virtual machines and multibooting a long time ago, for certain reasons I’d rather not get into…
I find that the content pipeline is reasonably complete. Protogame uses MonoGame’s content pipeline exclusively for compiling source assets into versions for each target platform. The only types of assets that we can’t compile on non-Windows is shaders (and this is because they are written in HLSL).
You definitely don’t need XNA installed any more to be able to compile content in MonoGame, but I don’t know how well supported content compilation is under IDEs (you can definitely use MonoGame APIs in the content pipeline project to do it).
You already did improvements in the 3.2 version ? Then I’ll make some tests to see if it’s enough for this particular kind of game.
EDIT : Still doesn’t work. When I check the song position I get things like 575, 810, 810, 836, 836, 862, 888, 888… it’s better than before but still not enough for something as specific as a rythm game.
I am having issues with Monogame version 3.2. I could not open any of the three monogame templates, each time I would recieve an error. I corrected this for the windows store and windows 8 XAML templates by going into the _Game.vstemplate files and updating the version number from 11.0.0.0 to 12.0.0.0 and this worked for those 2, however for the monogame windows phone template I do not know what I can do to get it to work. When I try to create a project using the template I get an error stating that it can not load assembly 'Microsoft.SmartDevice.Connectivity, version 11.0.0.0 etc and yet when I look in the .vstemplate file for that template, there is no reference to any microsoft.smartdevice.connectivity (version 11 or otherwise). Am I missing something? I could not find anything on bing/google about this.
I’m running on Windows 8.1 (Update 1) x64 , using Visual Studio 2013 RC 2 (The update that allows programming for Universal Apps).
I’m trying to create these projects using the monogame templates under the C# language.
Why was the [Serializable] attribute removed from Color.cs in the 3.2 build? With all the BS I’m going through moving to win 8 as is… throw me a bone here! (Use surrogates? Make my own Color.cs?
Other than that (and whatever else will suck) thanks for working on something that lets me use C#.
Is MonoGame 3.2 compatible with .Net 3.5? Tried to add a reference to it, in a project that (for now) must be .Net 3.5 (due to other dependencies). Visual Studio 2010 said “MonoGame.Framework.dll or one of its dependencies requires a later version of the .NET Framework than the one specified in the project.”