- Monogame visual studio 2017 templates greyed out 64 Bit#
- Monogame visual studio 2017 templates greyed out update#
- Monogame visual studio 2017 templates greyed out software#
- Monogame visual studio 2017 templates greyed out code#
Could anybody hazard a fix? Could the fact that I’m running 64 bit Windows be relevant (it seemed to be a factor in one of the threads I was reading). I will admit that I’m a little out of my depth here. All of these files’ names start with either the string “API-MS-WIN” or “EXT-MS-WIN”. Warning: At least one delay-load dependency module was not found.Ībove this is a long list of files that could apparently not be found on the system. This package provides the bait-and-switch PCL build of MonoGame Framework. Fortunately there is an easy workaround if you have the Visual Studio 2017 templates. Without these MonoGame templates, you will be unable to start a new MonoGame project.
Monogame visual studio 2017 templates greyed out code#
The goal is to make it easy for XNA developers to create cross-platform games with extremely high code reuse. MonoGame will now be installed on your computer, but the installer does not include templates for Visual Studio 2019. Sure enough, Dependency Walker appears to be flagging up some sort of issue with freetype6.dllĮrror: At least one required implicit or forwarded dependency was not found.Įrror: At least one module has an unresolved import due to a missing export function in an implicitly dependent module.Įrror: Modules with different CPU types were found. MonoGame is an open source implementation of the Microsoft XNA 4.x Framework. Pursuing this line of inquiry and relevant threads lead to me opening freetype6.dll with Dependency Walker, which is a method through which another user was able to get to the bottom of the above problem that you reference. I’d appreciate it if anybody could help me resolve this issue.
Monogame visual studio 2017 templates greyed out software#
I don’t doubt that this is probably caused by something fairly simple that I have overlooked, but as I’m unfamiliar with creating software using MonoGame I’m unsure as to exactly what it might be! For instance, if I try to run fullscreen on my 2560x1600 MacBook Pro, I get 1280x800 scaled up to fullscreen. SeverityĜodeĝescription Projectğile Line Suppression StateĮrror Processor ‘FontDescriptionProcessor’ had unexpected failure! Game1 c:/users/blackhole/documents/visual studio 2017/Projects/Game1/Game1/Content/Fonts/Default.spritefontĮrror The command ““C:\Program Files (x86)\MSBuild\MonoGame\v3.0\Tools\MGCB.exe” studio 2017\Projects\Game1\Game1\Content\Content.mgcb” /platform:DesktopGL /outputDir:“c:\users\blackhole\documents\visual studio 2017\Projects\Game1\Game1\Content\bin\DesktopGL” /intermediateDir:“c:\users\blackhole\documents\visual studio 2017\Projects\Game1\Game1\Content\obj\DesktopGL” /quiet” exited with code -532462766. Like mdrejhon above, I am using Visual Studio Community 2017 for Mac, and just as he is experiencing, my game is rendering at exactly half the horizontal and half the vertical resolution desired. However upon attempting to build my project I get the following error: I have my program to set up to load in a SpriteFont from the content pipeline and then use it to print game text. It’s going fairly well so far, but I’ve just run into an issue when attempting to utilize SpriteFonts for the first time.
I’m currently experimenting with the basics involved in getting a 2D game setup up and running. _rootConsole.Print( 10, 10, "It worked!", RLColor.I’m new to Monogame and game development in general. Private static void OnRootConsoleUpdate( object sender, UpdateEventArgs e )
Monogame visual studio 2017 templates greyed out update#
Event handler for RLNET's Update event _rootConsole.Render += OnRootConsoleRender Set up a handler for RLNET's Render event
_rootConsole.Update += OnRootConsoleUpdate Set up a handler for RLNET's Update event _rootConsole = new RLRootConsole( fontFileName, _screenWidth, _screenHeight, Tell RLNet to use the bitmap font that we specified and that each tile is 8 x 8 pixels String consoleTitle = "RougeSharp V3 Tutorial - Level 1" The title will appear at the top of the console window This must be the exact name of the bitmap font file we are using or it will error. Private static RLRootConsole _rootConsole Private static readonly int _screenHeight = 70 Private static readonly int _screenWidth = 100 The screen height and width are in number of tiles I won’t go into a lot of detail here but if you want more depth check out these other tutorials. Now we’re going to add a bit of code to render a RLRootConsole with the text “It worked!” just to prove that we hooked up the NuGet packages correctly. A console application always includes a file called Program.cs which has a single Main() function which serves as the entry point.