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Making $ on Windows 8 The First Mover AdvantageWith Over 630 Million Licenses in 200+ Countries, Windows Has Unrivaled Global Reach Windows 8 Represents the Single Biggest Developer Opportunity for Any Platform In order for your app to be available for the holiday rush, you need to get ready now! Hundreds of Thousands of Developers Recognize the Opportunity, but… Only Some Will Have the Advantage of These Programs |
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Generation App: Getting You ThereWindows 8 DevCamps & Hackathons www.msdnevents.com/windows 30 To Launch Online training and tips from insiders Tele-support with a Windows 8 architect Exclusive one-on-one Metro style design consultation Application Excellence Lab <Evangelist’s 30toLaunch Link Here> Application Excellence Labs Your Opportunity to Get Into the Windows Store aka.ms/apps Learn. Build. Publish. |
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Developing a Windows 8 Store App using XNA and MonoGame[NAME] [TITLE] [ORG] [BLOG] [TWITTER] |
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introduction |
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introduction |
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introduction |
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MonoGame is an Open Source implementation of the Microsoft XNA 4Framework The goal of MonoGame is to allow XNA developers on Xbox 360, Windows & Windows Phone to port their games to multiple platforms including Windows 8 and the Windows 8 Store MonoGame uses SharpDX, an open-source project delivering the full DirectX API for managed code (.NET) and Windows 8 (WinRT) By adding the MonoGame Framework to your Visual Studio Solution, you are providing your XNA code base the identical namespace and class model it was based on |
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demoMonoGame |
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get store ready |
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logos, tiles and splash screensA tile is the front door into an app. Sitting on the Start screen, it is an extension of the app and can provide much more personal and engaging information than a traditional icon. Invest in designing a great tile to draw people into your app. Your brand should carry from your tile to your splash screen as that is the first thing a user sees when they run your apps Logo 150x150 pixels Wide Logo 310x150 pixels Splash screen 620x300 pixels |
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logos, tiles and splash screensAdd references to your Tile and Splash Screen artwork in the package.appmanifest In addition to the artwork, you can set the name of the app, the background color for the Splash Screen, app capabilities, declarations and packaging details such as version number |
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demoTiles, Splash Screen |
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using the MessageDialogYou may want to look for opportunities to add Windows Style UI elements to your game to create a more cohesive Windows 8 experience for the user. MessageDialog is one way to do that. MessageDialog has a command bar that can support up to three commands If you don't specify any commands, then a default command is added to close the dialog The dialog dims the screen behind it and blocks touch events from passing to the app's canvas until the user responds Message dialogs should be used sparingly, and only for critical messages or simple questions that must block the user's flow. |
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demoMessageDialog |
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screen resolution supportBy being aware of the screen dimensions and changes to those dimensions you can support screen resolution changes by the user, switching between portrait and landscape mode and snap view You can add logic in your game to draw appropriately for each possible state |
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code snippet – screen resolutionusing Windows.UI.Core; … public enum WindowState { Full = 0, Snap1Quarter = 1, Snap3Quarter = 2 }; public static CoreWindow _window; _window = CoreWindow.GetForCurrentThread(); _window.SizeChanged += _window_SizeChanged; … //called when the window is resized static void _window_SizeChanged(CoreWindow sender, WindowSizeChangedEventArgs args) { if (args.Size.Width == _windowsBounds.Width) _windowState = WindowState.Full; else if (args.Size.Width <= 320.00) _windowState = WindowState.Snap1Quarter; else _windowState = WindowState.Snap3Quarter; _windowsBounds.Height = args.Size.Height; _windowsBounds.Width = args.Size.Width; } |
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demoScreen Resolution and Snap View |
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process lifetime management… Running Suspended Terminated App 1 App 2 App N App 3 Apps suspend after a short delay Apps resume instantly from suspend App terminated under memory pressure without notification |
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suspendSystem resources focused on the app that the user is interacting with in the foreground Inactive apps have no impact on battery life or responsiveness, they are suspended by the OS Enables instant switching between apps! |
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terminationApps do not get notified when they are getting terminated User explicitly closes the app: soft termination System needs more memory User switch occurs System shutdown Apps crash |
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best practicesscenario you should…. User is using your App Save user data incrementally App switched away from (Suspending) Save where the user is – what screen they are on, for example Not running App launched by user (Activated) Bring the user back and restore their session as if they never left Suspended App launched by user (Resuming) Do nothing |
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code snippet – PLMusing Windows.UI.Core; … public enum WindowState { Full = 0, Snap1Quarter = 1, Snap3Quarter = 2 }; public static CoreWindow _window; … _window.SizeChanged += _window_SizeChanged; CoreApplication.Suspending += CoreApplication_Suspending; CoreApplication.Resuming += CoreApplication_Resuming; static void CoreApplication_Resuming(object sender, object e) { // coming back from suspend, don't do anything as current state is in memory } static void CoreApplication_Suspending(object sender, Windows.ApplicationModel.SuspendingEventArgs e) { // suspending, save appropriate game and user state } |
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demoPLM |
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other considerationsUse a Live Tile to display updated current level, score, etc. Use Cloud Services such as Windows Azure for leaderboards and multi-player configuration Use the Settings panel for user specified game settings Use Contracts to provide Search and Share within your app if it makes sense for your gamer community |
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wrap upMicrosoft LOVES XNA developers !! MonoGame provides a solution to get your code running as a Windows Store App Follow the get store ready guidelines to make your app Windows 8 Store ready Original article on Bob Familiar’s blog Part 1 – Overview Part 2 – Developer System Configuration Part 3 – Get Store Ready |
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Making $ on Windows 8 The First Mover AdvantageWith Over 630 Million Licenses in 200+ Countries, Windows Has Unrivaled Global Reach Windows 8 Represents the Single Biggest Developer Opportunity for Any Platform In order for your app to be available for the holiday rush, you need to get ready now! Hundreds of Thousands of Developers Recognize the Opportunity, but… Only Some Will Have the Advantage of These Programs |
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Generation App: Getting You ThereWindows 8 DevCamps & Hackathons www.msdnevents.com/windows 30 To Launch Online training and tips from insiders Tele-support with a Windows 8 architect Exclusive one-on-one Metro style design consultation Application Excellence Lab <Evangelist’s 30toLaunch Link Here> Application Excellence Labs Your Opportunity to Get Into the Windows Store aka.ms/apps Learn. Build. Publish. |
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hands on – get started |
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developer environment configurationsystem requirements Windows 8 [LINK] Games for Windows Visual Studio 2010 Express for Windows Phone Visual Studio 2012 for Windows 8 [LINK] |
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developer environment configurationsetup Git Setup a Git Account Setup a Git Client |
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developer environment configurationclone the source for MonoGame 1. Run Git Shell 2. Navigate to the location on disk where you want to clone the source code (use CD command) 3. Type the following command to clone the Sickhead fork: git clone https://github.com/SickheadGames/MonoGame 4. Once that command completes, navigate to the MonoGame directory by typing: CD MonoGame |
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developer environment configurationclone the source for MonoGame 5. Now we will initialize the project submodules by typing the command: git submodule init 6. And then update the submodules: git submodule update Note: this may take some time |
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developer environment configurationcreate the Visual Studio 2012 Template 1. Open an Explorer Window and navigate to the MonoGame Windows 8 Project templates folder: C:\Users\[you]\Documents\GitHub\MonoGame\ProjectTemplates\VisualStudio11.MonoGame.2.5\VS11MGWindowsMetroTemplate 2. Create a Zip of the all files in this directory 3. Copy the ZIP file to the VS2012 Visual C# Templates directory: C:\Users\[you]\Documents\Visual Studio 2012\Templates\ProjectTemplates\Visual C# |
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developer environment configurationtest your developer environment 1. Open Visual Studio 2012 and select New Project 2. Under Visual C# you should see the MonoGame project template listed. Select that and click OK. |
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developer environment configurationtest your developer environment 3. Right click on your solution in the Solution Explorer and add the MonoGame Framework Windows 8 Project: C:\Users\[you]\Documents\GitHub\MonoGame\MonoGame.Framework\MonoGame.Framework.Windows8.sln 4. Add a reference to the MonoGame Framework in your game project by right clicking on references, select Add Reference. Under Projects choose the MonoGame Framework project (check the box!) and click OK |
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developer environment configurationtest your developer environment 5. Compile and run the solution. You should get a cornflower blue screen, the default XNA application. |
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content pipelineWhat is it? The Content Pipeline is a special set of assemblies included with XNA Game Studio that use MSBuild to compile game assets such as image and sound files into streamlined, pre-processed binary files called XNBs (so named for the fact that the file extension of the compiled version of a source file is changed to .xnb) which load quickly at run-time. Visual Studio 2012 does not include an XNA development environment so there is no Content Pipeline compiler Use Visual Studio 2010 Express with XNA Game Studio to compile game assets and then move the XNB files to the VS2010 Project folder |
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Content Pipeline ProcessStep 1. Create an XNA Game Studio project in VS 2010 Step 2. Add your graphic, sound, font and other game assets to the Content Project Step 3. Compile the project Step 4. Copy the resulting XNB files from this location C:\Users\[you]\Documents\Visual Studio 2010\Projects\[project name]\[project name]\[project name]\bin\x86\Debug\Content to this location: C:\Users\[you]\Documents\Visual Studio 2012\Projects\[project name]\[project name]\bin\Debug\AppX\Content |
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