Unity to xna converter




















You also said that your coding style is more "hardcore" and unity is the complete opposite of this. OK, let's try again. But this has a disadvantage, I can't put a demo on sites like Kongregate and playing the demo without downloading anything is a BIG plus in this business.

So I would like something that let me make powerful standalone games that I can put on a website as an option. Unity seems the most logical choice. So, I thought I would try it and convert one of my simpliest game, to check if Unity is worth it or not. Are thare various "libraries" for this? If yes, which are the good ones? I'm basicly asking to check what are my overall options, the general direction so I know if I should look for making ortho perspective and create vertices to display flat trianges with a texture to display a 2D image or if there is some higher level object that handles 2D much easier.

At the first glance the typical Unity tutorials are geared towards 3D, which is not exactly what I need at the moment. Ok, that makes sense -- it wasn't clear from your original post that you wanted to be able to produce native applications as well as something browser-based. I'm sure you could do it with Unity, but I'm not familiar enough with it to give advice on that -- perhaps someone else will be able to suggest something -- personally I still think Unity might be a bit overpowered for your current needs, and doesn't quite meet your desire for people to be able to try your demo without downloading anything.

Targeting Flash with either HaXe or Flex would also still be viable approaches. Probably well worth a look for your needs. Hope that helps -- feel free to ignore my waffling on if you're really set on proceeding with Unity, which is also a great platform! Game Maker Studio was mentioned, and though it isn't as low level as you want, it is better than Unity in most cases for 2d games, and it has the advantage that it exports to HTML5, and native platforms as well, similar to Unity in that respect.

I'd say it is easier to learn than Unity, and also it is easy to get simple text on the screen, though there isn't a "text object" rather in draw events you draw text, which also allows easy variance via variables. Log In. Sign Up. Remember me. Forgot password? Don't have a GameDev. Sign up. Email Address. Careers Careers. Learn about game development. All of our effects were basically broken still, but we were officially off of XNA at this point and moving forward. The issue was quickly pointed out to us that on a machine that never had XNA installed the project would not build.

We found out that simply changing the references from XNA to MonoGame did not clear out the fact that every project essentially thought that it was still an XNA project.

So we without digging into the project files and figuring out what to change by hand to make them no longer tied to XNA, we created empty MonoGame projects and transferred the content of the old XNA projects to them.

So we obviously needed a better way to build our effects. One of our team found the Pipeline tool in the latest development build.

We reverted back to our old. So we checked the compiled effects into our project and built again. Everything compiled and ran, we think we finally got a workable project and pipeline figured out. Our effects are all basically broken and need investigation as to what we are doing wrong for MonoGame conversion. Like Liked by 1 person. The key difference in getting your effects to compile should just be the shader versions used to compile.

Thanks for the input. I will check this out and make sure we have the correct version. This might be it. Like Like. I self taught myself xna and was doing fine with it, fast results with little fuzz. Shaders are always an interestingly terrible thing to debug.

Just keep your head high and ask specific questions of people and see who can help. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account.

Notify me of new comments via email. Notify me of new posts via email. Skip to content. Why XNA? Why MonoGame? Our Conversion Experience The libraries Lets start here with the libraries.

Framework to MonoGame. Framework So far so good, now we were off to switch our library references and we have three main projects that needed conversion, which you can read about our Tri-Level architecture here. That's because of where things are going. You'll have WP7. You'll have Xbox Now, on the other hand Now with the recent vague announcements about Windows 8 and the Windows Store - Metro, eh? Course, that gets complicated with the lack of OpenGL support in Metro Still though, Windows 7 looks like it's going to be the next XP - as far as people will still be using it longer after Microsoft had wished folks upgraded to a newer OS.

If Valve wanted honestly to bitch about Win8 for indies, it would have focused more on the split in development - trying to support preWin8 and postWin8. Do you know what kind of game protection that windows 8 store will have on it? A locked IE will kind of be rough - have to wonder if it will include Flash, Silverlight, etc. If they continue as they have with the IE10 thing, it will have Flash but no Silverlight Of course, if they allow you to install plugins Unity Web Player on Xbox , eh?

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