Monogame With Xamarin or Maui (IOS /Android)

i was hoping you would know lol…

googlin g the error on Maui told me that @TheKelsam actually found it . MSFT bot closed the issue as limited but w workaround, but theres some changes you must make in your project files.

. whats its said thast disturbs me is essentials isnt enouguh and i got to add the useMaui in entirety. Which likely means more bloat.
this is why mabye he said he went for another solution… Theres a bit of manual work involved and it doesnt look easy …

i will probably try the steps sometimes this next 30 days i donno… I have zillion other things to do.

i dont see why android sdk is hosting the Interstitial ads for ios there might beranother way via ios store. Usually a competitor pays YOU to pop up ads for their game which is similar to your game. if your game is better you win. they watch the ad or go to the toilet, come back play your game more. If they dont click it your still get paid more than banners. i just wan to put pop up ad when the user runs out of lives or something… and doesnt want to pay. So anyone is welcome to experiment in that… or ad banners samples i don’t care.

you are wellcome to branch my

and test on osx and or ios…

There
no reason we should each have to do common stuff like this, but since MONOGAME is just a rendernig framework we should have the communty build little common things over it…

and add admob stuff to it. My project

its set on net 7 whch is released i think or wlll be before anywone acutally deploy anything… on mg3.8.1

also welcome to test consoleGL on mac or if theres a better way to unify the desktop parts … I am all ears. But in your case you mght not need that since you dont have a touch screen but you can stll develop your core game … on your dev machine.

dont put any keys or store stuff in my vault tho. I have never deployed on app store im sideloadng now and halfway through the Beta steps to get mne beta hosted on play.

I only care about Interstitial full page ads… These are video ads that show full screen. I amd not not going to pollute my game wiht banners or tricky ad buttons or in-game stores.

On the MG game host, structure, its based on the firsst netcore sample from MG thats support both desktip and mobile

I dont know if if this is still best way to organise code but a shared folder option is essentially lnked to every exe and the “Bait and Switch”., ( link Monogame GL to the core) and each EXE is linked to the appropriate target, and builds the content, seems to work on MG 3.8.1 and the Compute fork which uses ShaderConductor and its quite different on shaders and has no IOS… The current branch i think is net7 wtith out of box mg 3.8.1 via nuget.

Regadless you dont need any flashy shaders , the sample is more of a realworld- X platfrom game.

havent decided which way to go Compute or MG and doubt they get merged because even my simple shader break on the new one . yo can comment out #define RENDERTARGETTEST and just add your ad stuff to the iospart… render a simple sprite as a test or add a button.

So for a game of any complexity breaking apart the Data, physics , AI, Graphics, and Draw stuff , and UI, into shared DLLs… is paramount to organising code and having fast builds. Factoring out core stuff, and all that , ts the only way… The only template doesnt work i dont have time to PR it and i wouldnt expect it to get merged soon anways.

I used tohave to add an asset in multiple places and have repeat code to deploy to different platfroms… Or use the Sharded itemsm follder,

now i have everything but GameConsoles all in this one Sln . Nicely organized a bit like Nez. and the first MG net core sample. However some of the code hacks on shaders no longer needed since MG 3.8.1 and /or the compute branch fixed the stuff i was working around. its really really hard to get a singe fx shader as simple as clipping to work on N platforms… But its nice to just touch the fx and see changes in all targets…

Trmming has not been successful yet nor have i actaully deployed singed AAb to the play beta yet and this is hard. I think its safe to ignore anythng thats not 32 bit. nowadays.

MG 3.8.1 EXE, doest not allow to link to net standard 2.0 so giong back to the old admob mght be an issue. I dont know how @TheKelsam mabye found a way around this…

deployment on adroind requres separate aabbs… lots of testing and work…and maintainence. that will be by focus… if i decide to use admob the code can mabye be shared…

i ve never provisoned an IOS device or own one, nor have a license yet, and wont tilll late next year if ever… if they had touch screens i would have got a macbook… To me the best way is to develop the touch ap on desktop, then get all your common UI in place, then finish it up on the devices. I’ll reach out to some other devs mabye they will collab on this…

i gotta work on another aspect but i did update everything i had to do with xamarin , add a few more virtual devices, and add mabye ADD ANYCPU back … so i can emulate on X64 hardware witouth makng a fake arm device.

my preferred setup would be a surface running ARM or runnnig google apps on my intel based surface… So i can use the touch screen and 2nd prefernence is debug via usb. Emulation is dog slow so far.

Here is the other thread ill ask if they are still using this kind of stuff. or have any mobile experience. Shader that works in XNA 4.0 is broken in MonoGame - #41 by Damian_Eaglestein

1 Like