I wanted to port my Game (XNA 4.0) from WP to Zune HD, so I downloaded the Zune Extensions installer. Unfortunately, Zune App were only supported until XNA 3.1, so I downloaded XNA Game Studio 3.1 and installed it without any errors or problems. But when I launch the Zune Extensions installer, it says that XNA 3.1 should be installed before... -.-
Why can't XNA 3.1 be detected, when 4.0 is installed too? I don't want to deinstall the newer version, I just want to develop a Zune App!
There must be a way to develop for WP and for Zune HD on the same machine, but how?
Cheers
From what I have heard others say is that it is possible, but rest assured it isn't easy. As of today I never got it working together. The major issue that I faced was with the new release of the development tools for WP7. If you are running older versions of a specific technology, it makes you uninstall it first.
I'm guessing if you do it backwards though you could potentially skip that check. All you would have to do is add the project templates inside of VS2010 (For that matter you could just reference the older version of XNA manually insider your project instead).
But...
I would strongly recommend against using XNA 3.1 for the following reasons:
Zune HD is dead
They are no longer accepting games written in 3.1 for XBOX Indie
Most samples and code from Microsoft in App Hub is now written for 4.0
Okay, the devil was in the details...
Instead of installing XNA Game Studio 3.1, I took XNA Framework Redistributable (I don't know why it was on top of Google results)...
With the actual Game Studio 3.1 everything worked fine, i.e. "A-Type" was right:
VS2010 supports XNA 4.0 (exclusively) and VS2008 supports XNA 3.0/3.1 (exclusively).
Unfortunately, to convert a 4.0 Game to 3.1 (for Zune), I will have to create a new Project in VS08 and copy the original files into it by hand.
Related
I started playing around the the preview bits of the .NET 3.0 SDK. Now every .NET Core project I compile with VS Code, Visual Studio or the .NET CLI tries to use that preview version of the SDK.
How can I make this an opt in choice on my whole machine, i.e. always use the latest stable version of the SDK (whatever version that might be) and only use the preview SDK when I explicitly say so in the local global.json of the particular project.
Update: Maybe global.json is not the right approach? How could I play with preview SDKs in isolation without them affecting my whole machine?
I just signed up for an Evernote API key and downloaded the Evernote SDK for Windows in Visual Studio 2015 (suing NuGet) only to be told "Evernote.SDK 1.25.0 is not compatible with uap10.0".... so it seems it only supports .Net v4.0 which is very disappointing. I had a great idea for a UWP app that I wanted to synch to Evernote but I guess now I can't do it.
In case you're not aware UWP (Universal Windows Platform) is now the standard for developing current and future Windows 10 apps that run across all W10 devices. Can anyone at Evernote tell me if the SDK will support this and if so when? More people already use Windows 10 than use iOS (on PC's and tablets at least) so I really hope this platform will be supported in the very near future.
From the 1.25 version number you mention, it sounds like you're trying to grab the older C# SDK. You can try the newer SDK for Windows and see if that works.
If that NuGet package also doesn't work in your UWP environment, you should be able to grab the source from Github and put that in your VS solution.
currently I have to port an existing mobile application which runs on Android and IOS to Windows 8. Unfortunately it is using a lot of C++11 Stuff, which is not supported by Windows Phone 8.0. The project itself was written with cocos2d-x 2.0. It contains a C# Part which loads a C++ library with the major part of the application. Also it includes modules from "Project Angle", which is a library to convert OpenGL calls into DirectX calls.
The first thing I tried was to upgrade the project to Windows Phone 8.1 using the 'reassign project' option from Visual Studio. I still had to remove a bit of C++11 Code, but now at least the project itself compiles. After compiling I got some linker errors for functions like 'getenv'. The angle libraries don't even compile and gives me errors like 'Cant find include file vccorlib.h' for every single source file.
Since I'm completely new to Windows development, I don't know if something went wrong on upgrading the projects, or if I have to fix something within the projects. But I tried to upgrade an other project, which was already ported to WP8, and got the same errors.
Now I have to deceide if I have to fix the Windows Phone 8.1 version or if it's easier to remove C++11 Code for 8.0 (which means a few days of work and let my heart bleed)
I also found a compiler update for Visual Studio 2012, which has extended support for C++11, but it seems it's not compatible for Windows Phone.
I hope someone of you could give me a hint, what I have missed for WP 8.1 or has another idea. Thanks for your help!
Cocos2d-x should work on Windows Phone, but you have to get the right version. You can't use pre-built binaries for other platforms (even desktop Windows) and you need to make sure you're building correctly. See the download page.
Visual Studio 2013 Update 4 is the latest stable release of VS that supports Windows Phone projects; you can see the level of C++11 support listed here along with support in the not-yet-finished Visual Studio 2015 compiler.
My company is developing corporate Windows 8.1 apps for use within the organisation. Although we are only targeting Windows 8.1, we are interested in developing our apps with a view to eventually target Android and/or iOS by using Xamarin.
So, we want to develop using PCLs that are compatible with Xamarin, but we haven't licenced it yet, since we're not ready. Can we simply install the PCL profiles for Xamarin so we can at least be assured that our classes will be compatible, if and when we are ready?
So you have couple of possibilities.
As m-y mentions in his comment you can install the trial and you will get the PCL profiles.
You can get someone else with the Xamarin tools installed to grab a copy of the PCL profiles on his machine (a bit harder to maintain).
You can buy the product (might not be what you want)
However, you could go ahead, make the PCL you are currently using and target it to WPA8.1 and Windows 8.1, and later on just change the profile and make the minor corrections it would take to get it working with Xamarin.
The profiles are not xamarin profiles - they are .net profiles which xamarin support.
The profiles are installed as part of visual studio 2013 - or can be installed as extensions to visual studio 2012.
If you select WindowsPhone Silverlight 8.0, .net 4.5 and Windows Store apps then this will allow you to build a profile 78 pcl library - which is one of the profiles xamarin support - and is a pretty good choice for modern development...
How can I deploy XNA apps to run on Windows RT running on ARM tablets?
No it is not and will not be supported.
However there are great alternatives like monogame which tries to map to the XNA api and you can also try Unity which while not being XNA does use c# and is very easy and flexible.
Try Unity or monogame, however just remember that unity is not XNA and while monogame looks like XNA (from an API level) it is up to 20 times slower.
the XnaWinRT project on CodePlex seems to allow you to do. So the answer must be yes, sort of.
it says:
.... However XNA Game Studio is Officially not supported by Microsoft.
This has led to developers migrating to DirectX which is a unmanaged
and a extensively large development framework for Games....,
Officially there is no support for XNA Game Studio in Windows
8(WinRT). So this is a light weight XNA Framework made using the .NET
4.5 and Metro Style APIs and is the most basic and crude form of XNA for Windows 8. More development is in Progress. Help is appreciated.