(These are our old news posts... it will no longer be updated.)
MonoGame and the Xbox Live Creators Program
March 2, 2017 by Tom Spilman in News
Today Microsoft announced the Xbox Live Creators Program, which allows anyone with a Windows 10 PC and a retail Xbox One to develop games for their console and publish them to the Xbox One Store. This is a welcome return and improvement of what made game development using C# and XNA so fun and career launching for many indies.
MonoGame, being the open source spiritual successor to XNA, now supports over 10 platforms including UWP. By using MonoGame and targeting the UWP platform you’ll be able to create 2d and 3d games for hundreds of millions of Windows 10 PCs and the whole Xbox One family, including the upcoming Project Scorpio.
Some developers have already taken advantage of our UWP support, like Endi Milojkoski’s Raining Blobs:
Our new MonoGame 3.6 release has a year of improvements to our UWP support as well as our other platforms and works great on Xbox One. To get started today get the Xbox Live Creators SDK and then download the MonoGame SDK. There is a great little article by Xamarin on getting started with UWP and MonoGame which can help you if you’re new to MonoGame.
If you need more help with MonoGame or UWP or just want to show off your work please post on our community site.
March 1, 2017 by Tom Spilman in News, Releases
We are happy to say that MonoGame 3.6 is now available for download. Thanks as always to all the hard work from the MG developer community that made this release possible!
You can read about the major fixes and features in our new change log.
Thanks for supporting MonoGame!
March 17, 2016 by Dean Ellis in News, Releases
We are very excited to announce MonoGame 3.5 is now available for download. Thanks to all the hard work from the community this is possibly one of the best releases so far.
UPDATE 3/30/2016: The original 3.5 release was updated to 3.5.1 with a few critical bug fixes.
We had tons of fixes and features in this release, but this is just a short summary of the major changes:
- Content Pipeline Integration for Xamarin Studio and MonoDevleop on Mac and Linux.
- Automatic inclusion of XNBs into your final project on Mac and Linux.
- Improved Mac and Linux installers.
- Assemblies are now installed locally on Mac and Linux just like they are on Windows.
- New cross-platform “Desktop” project where same binary and content will work on Windows, Linux and Mac desktops.
- Better Support for Xamarin.Mac and Xam.Mac.
- Apple TV support (requires to be built from source at the moment).
- Various sound system fixes.
- New GraphicsMetrics API.
- Optimizations to SpriteBatch performance and garbage generation.
- Many improvements to the Pipeline tool: added toolbar, new filtered output view, new templates, drag and drop, and more.
- New GamePad support for UWP.
- Mac and Linux now support Vorbis compressed music.
- Major refactor of texture support in content pipeline.
- Added 151 new unit tests.
- Big improvements to FBX and model content processing.
- Various fixes to XML serialization.
- MediaLibrary implementation for Windows platforms.
- Removed PlayStation Mobile platform.
- Added content pipeline extension template project.
- Support for binding multiple vertex buffers in a draw call.
- Fixed deadzone issues in GamePad support.
- OcclusionQuery support for DX platforms.
- Fixed incorrect z depth in SpriteBatch.
- Lots of OpenTK backend fixes.
- Much improved font processing.
- Added new VertexPosition vertex format.
- Better VS project template installation under Windows.
Note that we’re moving to a quarterly release schedule with 3.6 shipping in June. You can look at our milestones on GitHub to see the schedule of releases and our plans for the 3.6 release.
As always thanks for supporting MonoGame!
Ship your MonoGame games on iOS and Android for free! Happy Holidays!
December 16, 2015 by Dean Ellis in News
This is a great day for all MonoGame developers out there. Xamarin have just announced that developers can now write games for Android and iOS for FREE! yes FREE! The Free licence given to game developers is the equivalent of a Business level licence, that comes with community support via the Xamarin forums. With this licence you can use Visual Studio or Xamarin Studio to develop for Android and iOS*. This is a limited offer though, so you must apply before the end of December. You do need to have a published game in one of the many stores available, that includes those of you who have XNA based games on Windows or Xbox 360, see the following article for more details.
With this offer you can develop games with MonoGame for free on all major platforms. This includes Android (including OUYA), iOS, Windows, Windows Phone, Windows 10, Linux and MacOS. Remember also that if you develop a game targeting the Windows 10 universal platform that will also work on Xbox One**.
This is such an amazing gesture by Xamarin to the Indie game development community.
Don’t forget the offer ends on 31st December 2015 at 9pm ET so make sure you apply or miss out.
*A Mac is still required for iOS/Mac development.
**On the Apps partition only.
April 29, 2015 by Tom Spilman in News, Releases
This is the official MonoGame 3.4 release. This release comes in less than a month and a half since the last release, but it still has 300 commits from 16 contributors full of fixes and new features!
This is a particularly special release as it includes the first support for Windows 10 Universal Apps and was timed to coordinate with the Build 2015 conference going on right now! With the new Windows UAP platform support you will be able to build a single game package that will work on Windows desktops, tablets, phones, Xbox One, and even Raspberry Pi. Note to use this release you need to install the latest Windows 10 SDK which will be released later today.
Also work is still ongoing for the Linux installer. You should either work with the zipped binaries above or building from source code when developing from Linux, since these games work on Windows and in Linux, also if you’re interested in other types of games like Casino games, you can visit fupping.com to find great options for this.
This is a short summary of the major changes in this release:
- Removed old XNA content pipeline extensions.
- Added all missing PackedVector types.
- Replacement of old SDL joystick path with OpenTK.
- Added SamplerState.ComparisonFunction feature to DX and OGL platforms.
- Fixed bug where content importers would not be autodetected on upper case file extensions.
- Fixed compatibility with XNA sound effect XNBs.
- Lots of reference doc improvements.
- Added SamplerState.BorderColor feature to DX and OGL platforms.
- Lots of improvements to the Mac, Linux and Windows versions of the Pipeline GUI tool.
- Fixes for bad key mapping on Linux.
- Support for texture arrays on DX platforms.
- Fixed broken ModelMesh.Tag
- VS templates will now only install if VS is detected on your system.
- Added Color.MonoGameOrange.
- Fixed Xact SoundBack loading bug on Android.
- Added support for a bunch of missing render states to MGFX.
- Added support for sRGB texture formats to DX and OGL platforms.
- Added RasterizerState.DepthClipEnable support for DX and OGL platforms.
- New support for the Windows 10 UAP plafform.
- Fixed bug which caused the GamePad left thumbstick to not work correctly.
- Preliminary base classed for future Joystick API.
- Performance improvement on iOS by avoiding unnessasary GL context changes.
- Fixed bug where MediaPlayer volume affected all sounds.
- New XamarinStudio/MonoDevelop Addin for Mac.
- New Mac installer packages.
As always thanks for supporting MonoGame!
March 16, 2015 by Tom Spilman in News, Releases
This is the MonoGame 3.3 release. It is a culmination of over 3,000 commits from dozens of developers over the last 11 months.
We still lack easy to use installers for Mac and Linux binaries and Xamarin Studio templates, but they are being worked on and we plan on them being available in the next release. For now depend on the zipped binaries above or building from source code when developing from Linux or Mac.
Note this is the first in our new push to release “early and often”. We expect to have official releases on a quarterly to monthly basis based on the submitted fixes and features.
Also this will be the last release with the MonoGame content pipeline extensions for XNA. We will be focusing all efforts on the new MonoGame content pipeline in future releases.
This is a short summary of all the changes in this release:
- Support for vertex texture fetch on Windows.
- New modern classes for KeyboardInput and MessageBox.
- Added more validation to draw calls and render states.
- Cleaned up usage of statics to support multiple GraphicsDevice instances.
- Support Window.Position on WindowsGL platform.
- Reduction of redundant OpenGL calls.
- Fullscreen support for Windows DX platform.
- Implemented Texture2D SaveAsPng and SaveAsJpeg for Android.
- Improved GamePad deadzone calculations.
- We now use FFmpeg for audio content building.
- BoundingSphere fixes and optimizations.
- Many improvements to Linux platform.
- Various fixes to FontTextureProcessor.
- New Windows Universal App template for Windows Store and Windows Phone support.
- Many fixes to reduce garbage generation during runtime.
- Adding support for TextureFormatOptions to FontDescriptionProcessor.
- XNA compatibility improvements to FontDescriptionProcessor.
- Resuscitated the unit test framework with 100s of additional unit tests.
- BoundingFrustum fixes and optimizations.
- Added VS2013 project templates.
- Moved to new MonoGame logo.
- Added MSAA render target support for OpenGL platforms.
- Added optional content compression support to content pipeline and runtime.
- TextureCube content reader and GetData fixes.
- New OpenAL software implementation for Android.
- Xact compatibility improvements.
- Lots of Android fixes and improvements.
- Added MediaLibrary implementation for Android, iOS, Windows Phone, and Windows Store.
- Added ReflectiveWriter implementation to content pipeline.
- Fixes to Texture2D.GetData on DirectX platforms.
- SpriteFont rendering performance optimizations.
- Huge refactor of ModelProcessor to be more compatible with XNA.
- Moved NET and GamerServices into its own MonoGame.Framework.Net assembly.
- Runtime support for ETC1 textures for Androud.
- Improved compatibility for FBXImporter and XImporter.
- Multiple SpritBatch compatibility fixes.
- We now use FreeImage in TextureImporter to support many more input formats.
- MGFX parsing and render state improvements.
- New Pipeline GUI tool for managing content projects for Windows, Mac, and Linux desktops.
- New implementation of content pipeline IntermediateSerializer.
- All tools and content pipeline built for 64-bit.
- New documentation system.
- Implement web platform (JSIL) stubs.
- Lots of fixes to PSM.
- Added Protobuild support for project generation.
- Major refactor of internals to better separate platform specific code.
- Added MGCB command line tool to Windows installer.
Thanks for supporting MonoGame!