<?xml version="1.0" encoding="UTF-8" ?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wikidot="http://www.wikidot.com/rss-namespace">

	<channel>
		<title>MonoGame Questions (new threads)</title>
		<link>http://rbwhitaker.wikidot.com/forum/c-676888/monogame-questions</link>
		<description>Threads in the forum category &quot;MonoGame Questions&quot; - A place to discuss anything with MonoGame.</description>
				<copyright></copyright>
		<lastBuildDate>Tue, 15 Sep 2026 20:37:46 +0000</lastBuildDate>
		
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-2165769</guid>
				<title>Xbox Live Creators Club</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-2165769/xbox-live-creators-club</link>
				<description>Publishing on the Xbox One outside of ID@XBOX using MonoGame and UWP.</description>
				<pubDate>Thu, 16 Mar 2017 01:50:32 +0000</pubDate>
				<wikidot:authorName>Brett208</wikidot:authorName>				<wikidot:authorUserId>2052890</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Hey everyone,</p> <p>Microsoft is developing a new avenue to develop games for Xbox One called the Xbox Live Creator's Club.</p> <p>It looks similar in some respects to Xbox Live Indie Games (Indie Xbox 360 games developed via XNA). I had a great time with XNA and Xbox Live Indie Games. It looks to me like in some ways a continuation of the spirit behind Xbox Live Indie Games. If you are interested in publishing on the Xbox One and are unsure about using ID@XBOX, I would highly recommend checking it out.</p> <p>Xbox Live Creator's Club is currently in preview mode, so you have to go through a special application process to get in while they are starting to roll it out. If you get in early though perhaps you could be one of the first games published via the new system which would be awesome. If you apply now, worst thing that happens is they tell you to wait until it is fully unveiled.</p> <p><strong>Excerpt from: <a href="https://developer.microsoft.com/en-us/games/xbox/xboxlive/creator">https://developer.microsoft.com/en-us/games/xbox/xboxlive/creator</a></strong></p> <blockquote> <p>Xbox Live will soon be open to all developers via the Xbox Live Creators Program – no concept approval required! You will be able to rapidly publish your game to Xbox One or Windows 10 through a short and simplified certification process.</p> </blockquote> <blockquote> <p>Integrate Xbox Live social experiences such as sign-in, presence, leaderboards, and more into your title, with minimal development time. Xbox Live social features are designed to organically grow your audience, spreading awareness to over 55 million active gamers. The full set of Xbox Live capabilities is available via the ID@Xbox program and a table comparing the features is below.</p> </blockquote> <blockquote> <p>Using tools you already use, and your existing Xbox One retail console, you can easily create or leverage existing code to develop your title. Supported game engines include Construct 2, MonoGame, Unity, and Xenko. We anticipate more game engines and tools to support Xbox Live Creators Program over time. Please check with your preferred game engine for their support of the Creators Program.</p> </blockquote> <blockquote> <p>On Xbox One, which offers gamers a curated store experience, games published through the Xbox Live Creators Program will be available in the new, &quot;Creator games section&quot; within the store. On Windows 10 PC, games in Xbox Live Creators Program will be visible with the other games in the Windows Store.</p> </blockquote> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-2159608</guid>
				<title>MonoGame 3.6 was released</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-2159608/monogame-3-6-was-released</link>
				<description>MonoGame now includes templates for Visual Studio 2017</description>
				<pubDate>Fri, 10 Mar 2017 17:28:05 +0000</pubDate>
				<wikidot:authorName>Brett208</wikidot:authorName>				<wikidot:authorUserId>2052890</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Hey everyone,</p> <p>In case you hadn't noticed, MonoGame released version 3.6 last week. It includes a lot of bug fixes, Xbox One support in the UWP template, and templates compatible with Visual Studio 2017.</p> <p><a href="http://www.monogame.net/2017/03/01/monogame-3-6/">http://www.monogame.net/2017/03/01/monogame-3-6/</a></p> <p>-Brett</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1934147</guid>
				<title>MonoGame Education library from XNA Game Studios</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1934147/monogame-education-library-from-xna-game-studios</link>
				<description>Contains excellent advanced tutorials, samples, and articles</description>
				<pubDate>Mon, 03 Oct 2016 06:09:18 +0000</pubDate>
				<wikidot:authorName>Brett208</wikidot:authorName>				<wikidot:authorUserId>2052890</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>An education catalog exists on the XNA Game Studio website that was very helpful in teaching me many topics about basic game design and how to use XNA to its full potential. This library has recently been re-ported to MonoGame. The articles, tutorials, and samples are really worth a read through for anyone learning the framework.</p> <p>They cover everything from Shaders to array best practices to managed code performance to a RPG framework.</p> <p>Anyways, here is the ported samples: <a href="https://github.com/DDReaper/XNAGameStudio">https://github.com/DDReaper/XNAGameStudio</a>.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1743855</guid>
				<title>MonoGame development for XBOX ONE via Universal Windows Platform</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1743855/monogame-development-for-xbox-one-via-universal-windows-plat</link>
				<description></description>
				<pubDate>Sun, 19 Jun 2016 18:54:07 +0000</pubDate>
				<wikidot:authorName>Brett208</wikidot:authorName>				<wikidot:authorUserId>2052890</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Hey everyone,</p> <p>I was doing some more research on the XBOX ONE and MonoGame and thought I would share. If you are interested in targeting XBOX One or Windows 10 Store App, I would recommend reading this post by Microsoft: <a href="http://www.xbox.com/en-GB/Developers/id">http://www.xbox.com/en-GB/Developers/id</a>. Some highlights are below.</p> <blockquote> <p>If you'd like to enable Xbox Live for your UWP game on PC, or ship a UWP game commercially on Xbox One, you will need to be part of the ID@Xbox program. And of course all developers are welcome and encouraged to join ID@Xbox to get the latest news for independent game developers from Microsoft!</p> </blockquote> <blockquote> <p><strong>Can I use my retail Xbox One as a developer kit?</strong> Yes, you can. Once you download the preview version of the Xbox Dev Mode Activation app, you can unlock dev mode on your Xbox One and experiment with creating games for a &quot;10 foot&quot; living room experience. You don't need to be part of ID@Xbox to get started, but we're here to help if you want to ship a UWP game on Windows 10, or ship a game on Xbox One. You can go here to learn more.</p> </blockquote> <blockquote> <p><strong>Do all games for Windows 10 need to go through ID@Xbox?</strong> No. Only titles that want to feature Xbox Live are required to be part of ID@Xbox. Xbox Live lets you offer your players things like Gamertag identity, Achievements, Gamerscore, custom multiplayer features and more.</p> </blockquote> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1739276</guid>
				<title>MonoGame Intro &amp; Brief History Video</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1739276/monogame-intro-brief-history-video</link>
				<description>Excellent watch if you are interested in XNA/MonoGame.</description>
				<pubDate>Sat, 11 Jun 2016 17:33:30 +0000</pubDate>
				<wikidot:authorName>Brett208</wikidot:authorName>				<wikidot:authorUserId>2052890</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Hey everyone,</p> <p>A while back I stumbled across a great video that introduces MonoGame and covers a little history on why it was created. It is a great high level overview of the MonoGame framework that I think is worth watching if you are interested in or using either XNA or MonoGame.</p> <p>The video was created by Mike from gamesfromscratch.com. There is a set of tutorials with the video that can be found here: <a href="http://www.gamefromscratch.com/page/MonoGame-Tutorial-Series.aspx">http://www.gamefromscratch.com/page/MonoGame-Tutorial-Series.aspx</a>.</p> <p><iframe width="560" height="315" src="https://www.youtube.com/embed/B_FvG7qaNtc" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p> <p>Of course, RB has a great set of MonoGame tutorials on this website that can be found here: <a href="http://rbwhitaker.wikidot.com/monogame-tutorials">http://rbwhitaker.wikidot.com/monogame-tutorials</a>.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1673938</guid>
				<title>Importing 3D Models into the MonoGame Content Pipeline</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1673938/importing-3d-models-into-the-monogame-content-pipeline</link>
				<description>How to get .OBJ exports with associated textures working in MonoGame 3.5.</description>
				<pubDate>Sun, 10 Apr 2016 02:29:12 +0000</pubDate>
				<wikidot:authorName>Brett208</wikidot:authorName>				<wikidot:authorUserId>2052890</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Hey everyone,</p> <p>I use Blender for most of my 3D modeling like a lot of others since it is free and has a lot of features, if not always easy to use. In my experience, getting 3D models exported from Blender and running properly in XNA had some quirks. Unfortunately, 3D models from Blender seem to have trouble importing into MonoGame as well, but they are different than XNA.</p> <p>Below is my experience so far. I haven't gotten .FBX to import but I do have .OBJ importing with some minor additional steps. I would be curious how others are fairing getting Blender Models into MonoGame projects and they steps they take.</p> <p><strong>.OBJ</strong><br /> When exporting a model as .OBJ from Blender, after some minor file changes, I can get the model rendering in MonoGame with the proper texture. This worked with both Blender 2.68 and Blender 2.77a.</p> <p>There should be an associated .mtl file built when Blender exports the .OBJ file. The .mtl file will reference the model's texture. In my case, the .mtl file was looking for the texture on my desktop for some reason. See the uncorrected Asteroid's full MTL file below.</p> <div class="code"> <pre><code># Blender MTL File: 'Asteroid.blend' # Material Count: 1 newmtl Material Ns 96.078431 Ka 1.000000 1.000000 1.000000 Kd 0.640000 0.640000 0.640000 Ks 0.000000 0.000000 0.000000 Ke 0.000000 0.000000 0.000000 Ni 1.000000 d 1.000000 illum 1 map_Kd C:\Users\username\Desktop\RockSmooth0188_1_S.jpg map_Bump -bm 0.200000 C:\\Users\\username\\Desktop\\RockSmooth0188_1_S.jpg</code></pre></div> <p>I edited the last two lines to search for the texture file in the same directory that the .MTL and .OBJ file are located as so:</p> <div class="code"> <pre><code>map_Kd RockSmooth0188_1_S.jpg map_Bump -bm 0.200000 RockSmooth0188_1_S.jpg</code></pre></div> <p>Now you can add both the .OBJ and texture file (RockSmooth0188_1_S.jpg in this case) into the MonoGame pipeline. DO NOT add the .MTL file to the content pipeline, but place it in the same directory as the .OBJ file and texture file that the Content Pipeline is referencing.</p> <p>The Content Pipeline will default to not setting the Importer and Processor for a .OBJ file. You must manually set the Importer to Open Asset Import Library - MonoGame and Processor to Model - MonoGame.</p> <p>Now, you should be able to build the content pipeline and load the model into MonoGame without trouble.</p> <p><strong>.FBX</strong><br /> When exporting a 3D model from Blender as a .FBX file, I am unable to get the modeling rendering in MonoGame.</p> <p>A direct FBX export from Blender (version 2.68), gives the following error after adding to MonoGame Content Pipeline and attempting to compile: Error importing file: FBX-DOM unsupported, old format version, supported are only FBX 2011, FBX 2012, and FBX 2013.</p> <p>A program called Autodesk FBX converter (free program) can be used to convert the .FBX to FBX 2013 format. When updated to the new format, the MonoGame content pipeline built without errors. However, when I attempt to load the model using Content.Load&lt;Model&gt;(&quot;&#8230;&quot;) in the code, I got the following error: An unhandled exception of type 'Microsoft.Xna.Framework.Content.ContentLoadException' occurred in MonoGame.Framework.dll. Additional information: Could not load Asteroid asset as a non-content file!</p> <p>I verified that the model was serialized into .XNB format and was in the right directory under DEBUG, so unsure why MonoGame is attempting to load the file as non-content.</p> <p>Also, I had to place a copy of the .JPG texture in the root project directory in addition to adding it to the MonoGame Content Pipeline. This may be an issue with the .FBX file looking in the wrong place for the texture and may be fixable.</p> <p><strong>.X</strong><br /> Have not attempted yet.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1668985</guid>
				<title>Monogame support for XBOX One</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1668985/monogame-support-for-xbox-one</link>
				<description></description>
				<pubDate>Mon, 04 Apr 2016 20:09:50 +0000</pubDate>
				<wikidot:authorName>Brett208</wikidot:authorName>				<wikidot:authorUserId>2052890</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>In case anyone (like me) missed this announcement back in March, Microsoft announced that MonoGame will be supported by the XBOX one in the future! There are no real details beyond that.</p> <p>This is great news for XNA and MonoGame. Anyone working in XNA on a project should be able to port it to MonoGame and someday release it onto the Xbox One. I'll be very curious to see what the final process looks like.</p> <p>Thanks to RB for pointing this tidbit out in the Chat Room!</p> <p>Actual Article: <a href="http://news.xbox.com/2016/03/14/letter-chris-charla-idxbox-updates-gdc/">http://news.xbox.com/2016/03/14/letter-chris-charla-idxbox-updates-gdc/</a></p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1632537</guid>
				<title>(Fixed)Level Creator won&#039;t load .png and .xnb at the same time from content.mgcb?</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1632537/fixed-level-creator-won-t-load-png-and-xnb-at-the-same-time</link>
				<description>Trying to make my level creator load a sprite sheet int he winform and the game window, which requires both .png and .xnb</description>
				<pubDate>Thu, 03 Mar 2016 06:58:22 +0000</pubDate>
				<wikidot:authorName>Frostheart</wikidot:authorName>				<wikidot:authorUserId>2564400</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Hi again all,</p> <p>Another small issue regarding the content pipeline of monogame, I have been having issues when creating a level editor for my 2D game I am making for a uni assignment. basically, it's a project that uses a winform I use and requires to be able to access the .png and the .xnb at the same time. I do not however how to translate this knowledge into monogames content pipeline because the properties of the .mgcb may be the same, but do not give me the same outcome.</p> <p>I was hoping someone here might know how to do this?</p> <div class="code"> <pre><code> public partial class MapEditor : Form { public Game1 game; public MapEditor() { InitializeComponent(); } private void LoadImageList() { string filepath = Application.StartupPath + @&quot;Textures/Tiles.png&quot;; Bitmap tileSheet = new Bitmap(filepath); int tilecount = 0; for (int y = 0; y &lt; tileSheet.Height / TileMap.TileHeight; y++) { for (int x = 0; x &lt; tileSheet.Width / TileMap.TileWidth; x++) { Bitmap newBitmap = tileSheet.Clone(new System.Drawing.Rectangle( x * TileMap.TileWidth, y * TileMap.TileHeight, TileMap.TileWidth, TileMap.TileHeight), System.Drawing.Imaging.PixelFormat.DontCare); imgListTiles.Images.Add(newBitmap); string itemName = &quot;&quot;; if (tilecount == 0) { itemName = &quot;Empty&quot;; } if (tilecount == 1) { itemName = &quot;White&quot;; } listTiles.Items.Add(new ListViewItem(itemName, tilecount++)); } }</code></pre></div> <p>I can't link images due to being new to the site, but if you need an image of what I'm trying to do please let me know!</p> <p>Edit: One of my team members altered the way the bitmap loaded in to prevent the error.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1623758</guid>
				<title>Chapter 8 and 9 of &quot;XNA 4.0 by Example&quot; by PackT Publishing, Class library issues in Monogame</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1623758/chapter-8-and-9-of-xna-4-0-by-example-by-packt-publishing-cl</link>
				<description>I am having issues making this project work trying to learn Tri Library Design to help me with my Uni Assignment.</description>
				<pubDate>Sat, 27 Feb 2016 21:35:23 +0000</pubDate>
				<wikidot:authorName>Frostheart</wikidot:authorName>				<wikidot:authorUserId>2564400</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Hi all,</p> <p>I'm new here and this is my first post so I'm sorry if I make any mistakes! Erm, anyways more to the point.</p> <p>Recently I've been reading this book: &quot;XNA 4.0 Game Development by Example: Beginner's Guide&quot; by PackTPub. I've ran into issues because as the book says it is made to teach you XNA, and there is a huge lack of Monogame tutorials on the web, or at least so I find.</p> <p>My team and I who have been put together by the Uni have been asked to make a game of our choosing for Agile Development, we chose to do a 2D Action RPG game (which doesn't have to be super complicated, the RPG bit is just a hopeful goal) and the Gemstone Hunter Tutorial seemed to be the best bet for a starting point.</p> <p>Now to the issue, I've been unable to follow chapter 8 and 9 in this book, as Monogame seems to struggle with mult project/library collections, I have tried multiple ways of creating a tri library like the chapter 8 asks, but alas I have had no joy. I cannot use any other coding software as the Course specifically ask for Monogame, so I really would appreciate any help you can throw in my direction!</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1308758</guid>
				<title>Searching for a Monogame 3.4 for Windows Phone 8.1 sample</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1308758/searching-for-a-monogame-3-4-for-windows-phone-8-1-sample</link>
				<description></description>
				<pubDate>Tue, 04 Aug 2015 12:13:00 +0000</pubDate>
				<wikidot:authorName>rook</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>Hello!</p> <p>Just a short question: is there anywhere any kind of a source sample for a monogame application (for Windows Phone) which has a working &quot;screen manager&quot;. Actually I am looking for a running example which includes a monogame project that shows a way to handle screens (Game screen, Menu screen, Options screen, Pause screen) in a way like the old &quot;Game State Management&quot; for XNA/Mango. But there seems to be no example.</p> <p>Best regards<br /> rook</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1086606</guid>
				<title>Script to manage content not working in Monogame&#039;s tutorial</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1086606/script-to-manage-content-not-working-in-monogame-s-tutorial</link>
				<description></description>
				<pubDate>Thu, 22 Jan 2015 17:57:46 +0000</pubDate>
				<wikidot:authorName>Repstyle</wikidot:authorName>				<wikidot:authorUserId>43526</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Hello,</p> <p>I'm enjoying the Monogame Tutorial since some days.<br /> I am still learning C#, i have strong basis but i can't say that i am a programmer for now. Anyway.<br /> I was following the &quot;Getting Started Monogame Tutorial&quot; and i met an issue with the content pipeline subject.</p> <p>I am using Visual Studio C# Express 2013 for Windows desktop.<br /> I tried to install the Rb Whitaker's script &quot;Monogame Content Pipeline&quot; to handle the content pipeline but the install didn't fully work (that say that it can't find some directories on my computer) and the template project &quot;Monogame Content Project&quot; never appeared.<br /> After that, i tried to install xna in my own way (the normal way in fact) and the result gave me an add-on named &quot;Content Pipeline Extension Library&quot;.<br /> I tried to add it to my solution but that warning appeared :</p> <p>Warning 1 The referenced project 'ContentPipelineExtension1 target superior framework version (4.5) to the current version of the project target framework (4.0). This can cause the failure of generation if the types of assemblies outside the target framework of this project are used by a project in the dependency chain. Game1</p> <p>I can't solve the issue &#8230;<br /> Someone can help me with that ?<br /> Do you know if the official Monogame content pipeline is out and ready to work ?</p> <p>Thanks</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1086552</guid>
				<title>Xact</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1086552/xact</link>
				<description>Xact for mongame</description>
				<pubDate>Thu, 22 Jan 2015 13:26:33 +0000</pubDate>
				<wikidot:authorName>hehe</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>Does xact work in monogame?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1072174</guid>
				<title>Window Transparency</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1072174/window-transparency</link>
				<description>LF suggestions</description>
				<pubDate>Tue, 30 Dec 2014 16:27:31 +0000</pubDate>
				<wikidot:authorName>RIQTroy</wikidot:authorName>				<wikidot:authorUserId>2034810</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>I'm newbie in monogame. So I can not find anything about how to make my window transparent.<br /> I mean, I'v tried something:<br /> spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);<br /> and GraphicsDevice.Clear(Color.Transparent);<br /> But apparently I'm doing something wrong with this functions or I have to do something somewhere else OR I have to make window size zero and draw things somewhere else.<br /> Any ideas?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1056022</guid>
				<title>monogame texture atlases small error</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1056022/monogame-texture-atlases-small-error</link>
				<description>I think I came across a tiny error (no biggie).</description>
				<pubDate>Sun, 23 Nov 2014 15:57:54 +0000</pubDate>
				<wikidot:authorName>Danny</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>In the Update method of the AnimatedSprite class it says to write the following code:</p> <p>public void Update()<br /> {<br /> currentFrame++;<br /> if (currentFrame == totalFrames)<br /> currentFrame = 0;<br /> }</p> <p>The last frame (frame 16) will never be showed this way. In my humble opinion, shouldn't it be:</p> <p>public void Update()<br /> {<br /> if (currentFrame == totalFrames)<br /> {<br /> currentFrame = 0;<br /> }<br /> else<br /> {<br /> currentFrame++;<br /> }<br /> }</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-1039503</guid>
				<title>How to publish for windows 8/wp8</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1039503/how-to-publish-for-windows-8-wp8</link>
				<description></description>
				<pubDate>Tue, 14 Oct 2014 18:54:43 +0000</pubDate>
				<wikidot:authorName>ingames</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>Hi, I have a game in XNA.<br /> I have install VS2013, monogame &amp; XNA Content Pipeline with the script.<br /> I have the game running with no problem with &quot;MonoGame Windows Project&quot; template.<br /> I need to publish the game for windows 8 (tablets) and wp8.<br /> Do I need to create a &quot;Monogame Windows Store Project&quot; or I can get the final file from the &quot;MonoGame Windows Project&quot; template.<br /> I tested changing from &quot;debug&quot; to &quot;windows 8&quot;/Mixed Platforms, I get an .exe file in the release folder but I guess I need a .XAP file, is this correct? How can I get de .XAP file of my game?<br /> Hope anyone can help me!<br /> Regards,<br /> Mat</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-904011</guid>
				<title>XNB Compression</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-904011/xnb-compression</link>
				<description>How to reduce the huge XNB files the MonoGame Content Project builds?</description>
				<pubDate>Mon, 30 Jun 2014 09:27:19 +0000</pubDate>
				<wikidot:authorName>MichielT</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>RB Whitaker, others,</p> <p>I've successfully followed you tutorials with the goal of replacing OpenTK with Monogame for my application.</p> <p>However, I've noticed that the .xnb files which the XNA Content project generates are huge in comparison to the original .png files (sometimes more then 10x the original size!). So far, I've been unable to figure out how to, f.e. add compression options or how to reduce the colordepth of the textures, in order to reduce the size somewhat.</p> <p>In your method, is it possible to apply some form of compression or alter the properties of the generated XNB's in any other way?</p> <p>Thank you.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-894751</guid>
				<title>Exporting Monogame Project</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-894751/exporting-monogame-project</link>
				<description></description>
				<pubDate>Tue, 24 Jun 2014 04:37:28 +0000</pubDate>
				<wikidot:authorName>Mattredsox</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>Hello all, I am trying to export my monogame project through the build tab's oneclick publish wizard but when I run the game installed, it crashes but I have no way of seeing the error. I believe that it is being caused because the XNA Content Project we created through the tutorials on this site isn't being compiled with the installer created with the oneclick publish wizard.</p> <p>Can someone help me publish my project correctly?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-864226</guid>
				<title>After publishing, application crash error CLR20r3</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-864226/after-publishing-application-crash-error-clr20r3</link>
				<description>After publishing the game beta, i gt this error when launching the application.</description>
				<pubDate>Fri, 23 May 2014 07:46:55 +0000</pubDate>
				<wikidot:authorName>borparo</wikidot:authorName>				<wikidot:authorUserId>1870868</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Hi,</p> <p>I have a problem trying to run a game i ported to MonoGame. The building of the solution works fine, as i can run it when in debug mode in Visual Studio or opening the exe file from the debug folder. However, when i publish it (i'm using click once) and run the set up, at the moment of opening the game i get the error message:</p> <p>Application has stop working</p> <p>and this details:</p> <p>Problem signature:<br /> Problem Event Name: CLR20r3<br /> Problem Signature 01: fireball.exe<br /> Problem Signature 02: 1.0.0.0<br /> Problem Signature 03: 537ef4de<br /> Problem Signature 04: mscorlib<br /> Problem Signature 05: 4.0.30319.18444<br /> Problem Signature 06: 52717edc<br /> Problem Signature 07: 442a<br /> Problem Signature 08: ce<br /> Problem Signature 09: FHPCUUF52YYP2ZYVPQD3AR2BZX5BJVNS<br /> OS Version: 6.1.7601.2.1.0.256.1<br /> Locale ID: 1026<br /> Additional Information 1: 0a9e<br /> Additional Information 2: 0a9e372d3b4ad19135b953a78882e789<br /> Additional Information 3: 0a9e<br /> Additional Information 4: 0a9e372d3b4ad19135b953a78882e789</p> <p>Does anyone experienced this problem?</p> <p>I tried the most basic project template, and the published files works as the window with the blue background appears, so that makes me guess the problem is in my code?</p> <p>Thanks a lot for the help.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-860532</guid>
				<title>Linking Content Project to Monogame Windows Store Project</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-860532/linking-content-project-to-monogame-windows-store-project</link>
				<description></description>
				<pubDate>Mon, 12 May 2014 21:36:09 +0000</pubDate>
				<wikidot:authorName>DanielJG</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>I followed the tutorials in the getting started section but I'm stuck at linking my content project to my main game as shown in the managing content section. I can link my content project if my main game project is just a regular monogame windows project but I can't if it's a windows store project. I get an error message saying &quot;Unable to add a reference to project&#8230;&quot;. Is there a solution for linking content projects to window store projects?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://rbwhitaker.wikidot.com/forum/t-755505</guid>
				<title>Run-time error with Creating a MonoGame Game from the Template</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-755505/run-time-error-with-creating-a-monogame-game-from-the-templa</link>
				<description>&quot;Creating a MonoGame Game from the Template&quot;

Run-time error:
An unhandled exception of type &#039;System.EntryPointNotFoundException&#039; occurred in OpenTK.dll

Additional information: Unable to find an entry point named &#039;glBindFramebuffer&#039; in DLL     &#039;opengl32.dll&#039;.</description>
				<pubDate>Sun, 29 Dec 2013 19:21:04 +0000</pubDate>
				<wikidot:authorName>Ken</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>The following error occurred on two of my computers when trying to run the first example (Creating a MonoGame Game from the Template):<br /> &quot;An unhandled exception of type 'System.EntryPointNotFoundException' occurred in OpenTK.dll<br /> Additional information: Unable to find an entry point named 'glBindFramebuffer' in DLL 'opengl32.dll'.&quot;</p> <p>In both cases, the root cause was a graphics driver issue where the Microsoft supplied driver was not sufficient to resolve the references from OpenTK . I had to download the driver (for my computers from ATI) and replace the MS driver. This solution is also mentioned at stackoverflow</p> 
				 	]]>
				</content:encoded>							</item>
				</channel>
</rss>