

- #MONOGAME VISUAL STUDIO 2010 INSTALL#
- #MONOGAME VISUAL STUDIO 2010 ZIP FILE#
- #MONOGAME VISUAL STUDIO 2010 FULL#
- #MONOGAME VISUAL STUDIO 2010 WINDOWS 8#
- #MONOGAME VISUAL STUDIO 2010 ZIP#
In addition, MonoGame at this point (two years later) no longer requires any XNA elements to load and compile in Visual Studio or Xamarin Studio/MonoDevelop.
#MONOGAME VISUAL STUDIO 2010 ZIP#
These downloads are ZIP files that include installers for each separate package that XNA4 installs, ending with the VS extension package installer for the relevant version of Visual Studio.
#MONOGAME VISUAL STUDIO 2010 INSTALL#
So obtain a usable Distributable package, such as from a GFWL game (I believe MS also offers a standalone package), install that, THEN install XNAGS4 Refresh.ĬORRECTION: I failed to mention that this does not actually install the necessary project/solution/filetypes into VS2012. See the next section for useful solutions.ĪDDITIONAL INFO: At the renamed XNA CodePlex page ( ), there are downloads for versions of Visual Studio beyond 2010 (10.0). The issue is that the GFWL it tries to install won't work.
#MONOGAME VISUAL STUDIO 2010 WINDOWS 8#
You actually can install XNA Game Studio 4.0 Refresh on Windows 8 and 8.1. You could also just use a post buid event to copy the files for you.

xnb files generated to the content folder of your MonoGame project. Install MonoGame extension for Visual Studio 2019 To create new projects from within Visual Studio, you will need to install the Visual Studio 2019 extension, which can be installed from ' Extensions -> Manage Extensions ' in the Visual Studio menu bar. Build that solution and then you move the. If you are targeting the standard Windows DirectX backend, you'll also need the DirectX June 2010 runtime for audio and gamepads to work properly. You put your content in the Content folder of the SharpDX solution. Happy template installing and content pipeline debugging.You can use the content pipeline of SharpDX.

A signed VSIX could be a potential reason for that. This is a viable alternative in case the above method fails. You could drop this into your user project templates folder for 2013 located in Documents, and it would also appear as a project item, without a corresponding entry in your extension manager. For DebugPipeline.vsix, the template is located at T/CSharp/Xna Game Studio 4.0/DebugPipeline.zip.
#MONOGAME VISUAL STUDIO 2010 ZIP FILE#
Now, since this was all about a template with no other dependencies, we could have dug further into the VSIX archive and pulled the template zip file out directly. Review my previous entry on MonoGame and Visual Studio 2013 integration for potential caveats with templates in newer versions of the IDE and how you might fix them. It’s not a problem for the content pipeline debugging template. This assumes that everything in the VSIX will be compatible or correctly configured for later versions of Visual Studio, but that is not guaranteed. Running the VSIX should result in the installer giving you more choices for where to put it and ultimately drop it into 2013 for you.īy forcing the VSIX to target newer versions of Visual Studio, we would ensure that if the template carried any extra baggage, that would be brought along. Save your changes, insert the file back into the zip archive, and rename it to have a VSIX extension again. If you wanted to also support 2012, you would add another block with version 11.0. Visual studio 2013 is product version 12.0. Let’s duplicate it to support 2013 as well. The version is 10.0, which corresponds with Visual Studio 2010. DebugPipeline.vsix comes with this block: It also specifies what versions of Visual Studio it can be installed with. This file includes the extension name, author, description, and such. Inside the VSIX archive will be a file extension.vsixmanifest. This means we have an opportunity to cheat! VSIX packages are really just ZIP archives hiding behind a different extension, so we can rename them and walk right in.
#MONOGAME VISUAL STUDIO 2010 FULL#
The templates distributed on the Visual Studio Gallery are packed as VSIX packages, so they are technically full blown Visual Studio extensions. If you’ve already migrated your game development to Visual Studio 2013, you’re not going to find the templates you’ve installed. The installers for the templates only recognize the version of Visual Studio that XNA Game Studio was designed for: 2010.

The problem with the content pipeline debugging template is it was published in 2010, along with most of the other XNA templates. Check out the author’s blog post about this template. I ignored this template for a long time but it is a step over littering your pipeline extensions with Debugger.Launch() in a desperate attempt to debug them. I can’t say anything for most of the templates, but I have found the XNA Content Pipeline Debugging template to be valuable. During my quick search on the Visual Studio Gallery, there’s a couple dozen templates excluding the ones for Cocos2D-XNA. Before XNA was put out to pasture, a number of developers published additional Visual Studio project and item templates for it.
