Showing posts with label XNA. Show all posts
Showing posts with label XNA. Show all posts

Friday, February 28, 2014

XNA for VS 2013? Yes, you can... - Return of XNA


Now here's a sight for sore eyes

I've mentioned this before, but I think it is worthy of mention again (since I've just done it and it works really well). If you are running later versions of Visual Studio (2010, 2012 or 2013) you can now get XNA goodness onto your machine really easily....

XNA Game Studio 

Project Description
Support for XNA Game Studio until Microsoft will restore support.

Project which continue support to Microsoft XNA Game Studio.

We released XNA Game Studio Extension for Visual Studio 2012/2013 as a VSIX package. This extension is also available on Visual Studio Gallery.

W will release XNA Game Studio as MSI package at March 1st, 2014.

We are looking for programmers to make new release which will support DirectX 11.

XNA Game Studio, XNA Logo are trademarks of Microsoft Corporation in the U.S. and/or other countries.

Nice to see this continue to get interest and that the VS2013 support is now available too.

Say it with me, "XNA Lives!" :)


Related Past Post XRef:
Community Driven XNA Game Studio Installer for VS 2012 and soon VS 2013

Thursday, January 30, 2014

Going APE for The Asset Pipeline Editor (think an XNA Content Pipeline for the 10's)

The Asset Pipeline Editor


What Is THE APE?

The APE stands for "The Asset Pipeline Editor" created by Pedro Güida -a former MSFT XNA/DX MVP.

(i) Some of its key features:

  • It is a highly-customizable tool,
  • It eases the task of managing game content throughout the whole development process,
  • It helps you build asset files and processes for the platforms you desire, tailoring them for each platform,
  • It is a perfect choice not only for solo devs but also for teams, and
  • Its GUI is independent from any programming IDE!!!

ii) Build your own import process, the one you dream of, with C# ...

Are you programming your games with C++, Objective-C, C#, Java, Phyton ... <pick your language here> ... and you need a content pipeline? Not using authorware like Unity3D, UDK, CryEngine or others? Have your own game engine? Then the APE will help you (and your team) manage your game assets with ease!

Use the well-known developer-friendly C# language to implement the software elements that will drive the behavior of the APE for your game-dev process.

Why Does APE Exist?

Good question.

(i) The answers ...

  • Microsoft decided not to continue developing the XNA Framework any further,
  • Many alternatives do not come bundled with a handy content pipeline tool,
  • XNA's CP only runs on Windows machines since it uses the MSBuild API,
  • XNA's CP GUI has not been updated to work with the latest versions of the Visual Studio IDE,
  • Can you use the XNA's CP from within VS 2012 or VS 2013? Nope ...,
  • Why non-programmers should use any programming IDE as a CP in the first place?
  • XNA's CP only produces binaries targeting Microsoft's platforms.

(ii) Think of the APE as a replacement of XNA's content pipeline "in spirit" since ...

  • ... it does not strictly work the same way as XNA's CP did, ...
  • ... it does not come bundled with content importers for your game assets, ...
  • ... but it could have some importers if the extended goals are reached (wink!).




While I don't usually highlight projects that in the process of crowd funding, I'm also pretty grumpy with what happen (or didn't) to XNA. So I wanted to make sure and shout-out to this project  from Pedro Güida. Make sure you check out the videos, screenshots and such.

Also of note is that this project has been mentioned by 3D Artist magazine AND Telerik is now sponsoring the campaign with a free license of its WPF controls. It just needs a little backing... :)

Tuesday, January 28, 2014

Community Driven XNA Game Studio Installer for VS 2012 and soon VS 2013

CodePlex - XNA Game Studio


Project Description
Support for XNA Game Studio until Microsoft will restore support.

Project which continue support to Microsoft XNA Game Studio for Windows.

Now we released XNA Game Studio Extension for Visual Studio 2013 as a VSIX package. We will upload this on Visual Studio Gallery in 9th February 2014.

Of note on the Documentation tab

How install XNA 4.0 on Visual Studio 2012
How install XNA 4.0 on Visual Studio 2013

How install XNA 4.0 on Visual Studio 2012

  1. Download XNA 4.0 Refresh (Visual Studio 2012)
  2. Unzip archive
  3. Install DirectX from the archive
  4. Install Xna Framework 4.0 Redistribution from the archive
  5. Install Xna Game Studio 4.0 Platform Tools from the archive
  6. Install Xna Game Studio 4.0 Shared from the archive
  7. Install XNA Game Studio 4.0 (2012).vsix from the archive

While I think this is pretty cool, REMEMBER THIS IS UNOFFICIAL. You're going to assume 100% of the risks in doing this and YMMV.

Still I applaud these guys for doing this. I hate having 3+ versions of VS installed just so I can fallback to a version that supports a given no longer supported project type (cough... XNA... cough... Setup and Deployment... cough).

Friday, September 28, 2012

SharpDX 2.3 released (think "Windows 8, Visual Studio 2012 RTM + lots more" version)

SharpDX - SharpDX2.3 new version released

General Information

  • New release of SharpDX 2.3.0.
  • This version is compatible with Windows 8 RTM and Visual Studio 2012 RTM.
  • New target assemblies released : Signed-net40, Signed-winrt. Nuget packages are now providing signed assemblies.
  • *Lots* of small enhancements, changes, bug fixes. See complete listing below.
  • SharpDX.Toolkit, a high level XNA like API for Direct3D11 is under heavy development. The toolkit is not yet part of the distribution but a Beta version should be released by the end of October. Currently implemented:
    • Friendly constructors for all resources (states, textures, rendertargets, buffers).
    • Image and Texture loading & saving for various formats (DDS, JPG, PNG, BMP, TIFF, GIF).
    • A full HLSL Effect / FX system, very similar to legacy FX system, using efficiently Direct3D11, compatible with Windows Desktop and Windows 8 Modern, with a custom compilers. All XNA stock effects (BasicEffect, DualTextureEffect...etc.) were successfully ported to it. The toolkit is coming with its own effect compiler (tkfxc) similar to standard fxc.exe.
  • Concerning support for Windows Phone 8 (WP8) nothing to announce yet until the official release of the WP8 SDK.

Changes and Fixes

The following listing is automatically generated from commit logs.



SharpDX is becoming one of the must watch/use DirectX libraries for Windows 8 Modern UI, who don't want to play in C++ DirectX land, dev's.


Related Past Post XRef:
SharpDX - A new Managed DirectX/Multimedia API Library (one with Win8/Metro in mind too!)

Friday, July 27, 2012

MonoGame has some Metro XNA Game - XNA for Windows 8 Metro

One of the sad things about the move to the new Windows 8 Metro platform is the way that XNA seems to have been left by the wayside, with no way forward for the platform and no workable alternative from Microsoft...

However, it is not all bad news. The people at MonoGame are beavering away on a solution that will let you leverage your XNA experience and make games for Windows 8 Metro. Following the instructions in this blog post I managed to get a screen full of Cornflower Blue on my Windows 8 system. The familiar Update and Draw methods are present and correct, along with all the XNA types that you know and love. At the moment getting content (fonts, textures and sounds) into your game is a bit of a faff, in that you have to make a Visual Studio 2010 project and use that to prepare the content for use in your Metro program. Having said that, it does work and, thanks to the dedication of the Mono team it looks like we will have an XNA trajectory on Windows 8 Metro. It is just a shame that it is not coming from Microsoft.

More support, news and commentary from someone who knows on XNA in the Metro world.


Related Past Post XRef:
XNA is Dead? Maybe, maybe not. Here's a post shining a light on the future of XNA (and it's looks pretty bright)

MonoGame - Cross Platform, OpenGL based XNA Framework implementation (Think "XNA" [mostly] based games for MonoTouch, MonoDroid, Mac OS X, Windows...)

Wednesday, July 25, 2012

XNA is Dead? Maybe, maybe not. Here's a post shining a light on the future of XNA (and it's looks pretty bright)

DZone - XNA – The Future Is Bright, The Future Is Managed

So there has been a lot of kerfuffle of late about XNA’s future, some wins, some losses and such.

But time to set the record straight.

(again ;P )

I’ve been involved with several XNA related efforts and in talks with some other teams and I can now come forward with details on them, some are still rumour (but very strong reliable unconfirmed rumours, take what you will from that) others are known facts.


This recently hit the press with the announcement that “Armed” (a Windows Phone XNA game) HAS been ported to Windows 8 and in fact is already available on the preview marketplace.

The team “Sickhead Games” (gotta love indie studio names :) were recently featured as guests on the Metro Developer Show last week and talk in depth about their experience in taking MonoGame to Windows 8, yet another flag in the XNA camp.

By all accounts once the XNA/MonoGame framework was made Windows 8 ready, the porting of the actual game was quoted as being “trivial”

The future’s so bright I’ve gotta wear shades

Life in managed code is still the future, especially for individuals / small indie companies and in some larger game houses it’s still used as a rapid prototyping tool before making it in C++.

I’m not going to get in to the whole C++ vs Managed argument, there’s stats out there showing the figures and it always comes down to the right tool for the right job, yes if you need ultra high performance from a “COMPONENT” then C++ is usually the best answer (I’m not going to debate that). Bringing C++/DirectX to Windows 8 and Windows Phone 8 is essential for the platform to woo and reassure the BIG AAA game companies that it is a valid platform and they should consider these platforms for their IP.

BUT ALL of Windows Phone 3D games (and a lot of 2D as well) plus a great portion of XBOX titles and quite a few titles on Desura, Steam and IndieCity are XNA games, so I have no problem building XNA projects for a long time to come, sure I’m expanding my horizons for the sake of the blog and my own sanity, but managed is my life at the moment and likely to stay that way for a times to come.


Nice take on the future of XNA from someone who's been watching and living with XNA for about, well, forever... I'd really love to see a future for XNA or a Managed Game/DirectX development path for WinRT. Yeah I know it will run on the Desktop, but if Metro  is the future and all that...

Monday, March 19, 2012

"Windows Phone Unleashed" the "mostly west coast free BYOD #WP7dev training tour"

The Sociable Geek - Windows Phone Unleashed

"Want to learn how to build a windows phone application (Become a WP7Dev). Then join us for the Windows Phone Unleashed Series. The content was created by Daniel Egan (me) and Bret Stateham.

Windows Phone Unleashed is put on by the community. It is an all day event with 3 instructor led sessions paired with Hands On Labs that when you are finished complete the Coffee Findr application. At the end of the day there is a app contest with Prizes.

You can download the finished app from the Marketplace . From this application you will learn the following skills. Check it out now.

Register for an Event Near You.

  • Working with Live Tiles
  • Periodic Execution
  • Pulling Data from Rest Services
  • Deserializing Json
  • Binding data to your UI
  • Using Bing for Maps and Directions
  • Using Isolated Storage and SQL CE on the Phone
  • Navigation
  • And much much more


Windows Phone Unleashed

All Day of Hands on Programming, B.Y.O. Laptop!

Windows Phone 7 is HOT! Come check out Windows Phone 7 Unleashed for everything you need to know to develop for WP7. Whether you're a seasoned veteran or you're just starting with .NET development, there's something in it for you. The first half of this deep dive event is lecture and hands on lab. At the half point mark of the day, you'll have a solid foundation for building WP7 applications. The second half of the day is going straight to code.

Build an app and win from $800 in prizes
  • 1st Place: $500 Gift Card
  • 2nd Place: $200 Gift Card
  • 3rd Place: $100 Gift Card
Free Marketplace Tokens

A limited amount of complimentary tokens are available for those submitting their application to the Windows Phone Marketplace. Organizers of each event will collect names of those interested.

Limited Seating

In order to deliver the best possible experience for attendees, seating at these events is VERY limited. Register NOW!

Community Events!

These windows Phone Unleashed events are run by your local community friends and leaders.



Nothing like some free training to get the brain cells firing... The LOB focused content caught my eye. Signed up. :)

Friday, January 20, 2012

Windows Phone 7 Game Development Starter2D and Starter3D tutorials available in the Marketplace, video and source too!

Dark Genesis - The Starter2D and Starter3D tutorials now on the Marketplace

"I finally managed to get my Marketplace account sorted for my own indie game studio ZenithMoon and while prepping to release my first proper app/game I thought it would be good to publish my 2D and 3D tutorial projects on the marketplace for FREE at the same time.

What follows is a brief post about what it took to get these up there and my plans for the future of them, it will be brief because I’m currently in the middle of a release cycle for my proper app (I’ll mention that at the end)


Now what makes these significant especially in light with my recent SilverXNA tutorial series is that I published both the XNA (GameStateManagement) versions of these app as well as SilverXNA variants of these as well.

As expected all the source code is available for these projects on Codeplex as a separate project here.

A few points though about each project.

Starter3D and Starter2D games - XNA Versions

I’d already dropped the 3D project into a GameStateManagement style game framework when I did the tutorial series and everything worked fine, I just had to prop up a few things for marketplace submission such as:

  • Audio – this was a common theme for all the apps so I constructed a separate audio manager I could use to manage Audio, the biggest thing for the marketplace if the “GameHasControl” variable. If your app/game does not have control, do NOT play background music (effects are ok)
  • Fast App Resuming – Granted while most will tell you do not have to do anything except recompile your app to enable Fast App Resuming, the reality is that if you don’t handle it correctly it will Frig up your app/game. The thing to watch for are the Activated and Loaded events and how you manage Loading Content. Just be sure to add the check on the “Activated” for “e.IsApplicationInstancePreserved” and basically do NOTHING if it’s true, also set a static flag in your code and test this against anything that needs to initialise or load content. (this includes playing background audio!, by default playing background music will not resume)


Starter3D and Starter2D – SilverXNA Versions

Now this is where the fun began. First off to begin with my initial objective was just to get the XNA games running under Silverlight using the Silverlight/XNA integration and a Silverlight Menu, I'll enhance the rest of the project overtime to use more Silverlight in the actual XNA game.

I started with the 3D version as this was the easiest when updating the XNA version and it was a breeze, the problems faced were the same it just took a different approach to deliver them, no biggie. The main part of the work was putting in some screens for the menu options (no flair this time round) and launching the game plus handling the back button correctly while moving between them. I actually omitted one of the marketplace requirements about the Back button pausing the game however I explained this on submission and it passed anyway. but in your real game projects you should handle this!.



Starter XNA Game Projects

Source code for the Starter XNA Game Project

The Video tutorial for the 3D project can be found at the Dark Genesis blog hosted on XNA-UK.NET here: [AT&T Meet the Expert - Build a XNA Game in 60 minutes]

The Tutorial series for the 2D project can be found at the Dark Genesis blog hosted on XNA-UK.NET here: [ReCap–The XNA 2D “from the ground up” tutorial series]

I thought this a very cool project, series and tutorials. If you're doing Windows Phone 7 game dev, this might be easily worth some checking out...

Sunday, November 13, 2011

XNACPC - A PC & Xbox 360 Amstrad CPC emulator, written in C# and XNA - XNACPC: Xbox 360 Amstrad CPC Emulator, released!

"On and off during the last month or so, I’ve worked toward finishing a project I wrote about last year. It’s an Amstrad CPC Emulator, written in C# using the Microsoft XNA library. I’ve written plenty about the background and motivation in the previous blog post. This post is just here to announce the finished product, and touch a little on the things I’ve worked on recently.

The picture above is from Hewson’s “Nebulus”. Now that the emulator has a pretty complete feature set; games like these are very playable now. It makes a world of difference having the audio fully working now, for example. It also is great to finally be able to play at the original, full frame rate on Xbox 360. Surprisingly the 360 had trouble emulating this seemingly primitive machine!

Anyway, after the jump is a video showing the emulator in action on the 360…

XNACPC In Action

Here you go! This video shows a number of games running on the emulator. It’s taken with a point-and-shoot camera, in a poorly lit room. So the quality isn’t too great, unfortunately. Some games have pretty washed out colors and bad contrast; some look fine though.

I guess I could have captured it from my PC, but the whole point of the emulator was to get it running on the Xbox 360. The fun part is showing it off on the real thing. :)

  • CRTC – Good Timing and Accurate Video
  • Audio – Silence Isn’t Golden
  • Z80, PPI and Other Hardware Bugs
  • CRT Shader – A Bit of Polish
  • Xbox 360 – Compact Framework Creaking Under Pressure
  • The Source
  • PC Version


The fact he's released the source to this is pretty darn awesome... (oh yeah and that it works on the 360 and PC is pretty darn cool too. :)

Friday, November 04, 2011

MonoGame - Cross Platform, OpenGL based XNA Framework implementation (Think "XNA" [mostly] based games for MonoTouch, MonoDroid, Mac OS X, Windows...)

Adventures of Roy - MonoGame -vs- XNA Comparison

"I  was toying around with switching to MonoGame earlier tonight.

First off, the transition was very simple. I downloaded MonoDevelop, OpenTK and the MonoGame source. I compiled MonoGame using MonoDevelop and got a dll out of it. I then deleted all of my XNA references from AstroMiner and added a reference to the MonoGame .dll.

After trying an AstroMiner build, I noticed a couple of differences. Texture2d.FromStream is now Texture2d.FromFile. render.SaveAsPng (for taking screenshots) is no longer available. Out of everything I do, that's it. Can't really complain.


So for not having to make any changes to the code (besides replacing FromStream with FromFile), I think it's a really viable solution. I'm going to keep researching to see if I can figure out how to fix the minor issues I had. It'd be nice to not require the XNA libraries and be able to publish to multiple platforms."

CodePlex - MonoGame - Write Once, Play Everywhere

"What is MonoGame?

MonoGame is a free OpenGL implementation of the XNA Framework for MonoTouch, MonoDroid, Mac OS X, Windows & soon Linux. Our goal is to allow XNA developers on Windows & Windows Phone 7 to port of their games to the iPhone / iPod / Android / Mac OS X (visa versa), with minimal hassle.


Current Roadmap

  1. After 2.0 release is out, we will stick to an odd release numbers are beta quality, while even numbered releases are stable, structure.
  2. Add OpenGL ES 2.0 support so we can use 2048x2048 textures and then have shader support. If ES 2.0 is not found on the device it will fall back to ES 1.1, hence 1.1 working properly before moving onto ES 2.0 support.
  3. Once ES 2.0 with fallback to ES 1.1 is working and appears to be stable we will release MonoGame 3.0.
  4. Once we are happy that 2D is the best it can be...add 3D support. There is already some VertexBuffer code, and DrawPrimitives added by kelthar, but it needs to be fleshed out.
  5. Once 3D support is stable we can then release MonoGame 4.0 :).



github - mono / MonoGame


MonoGame Goes Multi-platform: MonoGame 2.0 Announced

MonoGame is an open source implementation of the XNA APIs that allows developers to build 2D games that run on Android, iPhone, iPad, Mac, Linux and Windows using the same code base, or reusing existing XNA code that runs on Xbox 360 or Windows Phone 7. MonoGame 2.0 release is a major evolution of the platform. We went from only supporting the iPhone to becoming a cross-platform stack that now also runs on Android, Mac, Linux and Windows. To help developers get started, more than twenty individual samples and more than five complete starter kits are shipped with this release. On the iOS platform, MonoGame runs on top of MonoTouch and there are at least eighteen games published on Apple’s AppStore built using the technology. This new release opens the doors for developers to publish games to the Mac AppStore using MonoMac, to Android Market using Mono for Android, and also to Windows and Linux systems using Mono. This major advance in the MonoGame platform was made possible by an exponential growth in the number of contributors to the project in the last seven months. New contributors took over major components of the stack, tuned the performance, added new platforms, tuned the engine and fixed hundreds of bugs to turn MonoGame into a solid 2D gaming platform. A new networking stack allows players on the same network to play with each other. One player could be running the iOS client, while another one might be using a Mac and another one an Android device. All playing the same game. The latest framework sources can be downloaded from : A group of multi-platform XNA Samples can be downloaded from :


I hadn't heard of MonoGame before today... it looks pretty cool and useful if you're writing cross-platform games or are currently a XNA only dev and thinking about crossing your game...

Wednesday, October 26, 2011

The Blue Book gets Mango'd! Rob Miles' "Windows Phone Programming in C#" Blue Book updated for Windows Phone 7.1(5) And so do the lab's and demo's too!

Microsoft Faculty Resource Center - Windows Phone Programming in C# (Windows Phone Version 7.5)

"This material, created by Rob Miles, contains a ten chapter textbook with labs, demos and step by step instructions on how to create Windows Phone 7 applications.

File Name:
Resource ID:  8874
Publication Date:  10/19/2011
Language: English
Download Size and Type: 130.26 MB file

Main Text
The main text is provided as a Word document and PDF file. This contains the entire text, broken into chapters.

The Demos folder contains a folder for each of the chapters that have demonstration programs.

Teaching Content
For each of the chapters there is a folder with the presentations and lab content for that chapter. Each presentation is for that section of the chapter and has a corresponding folder containing the demonstrations for that chapter. The Demonstration slides in the presentation contain step by step instructions for that demonstration in the slide notes. Note that not all the demonstrations have sample projects associated with them, for these demonstrations the program will be created during the presentation.

The first 9 chapters also have a lab document which contains a set of lab exercises for that chapter. Some of the lab documents also have answer documents.

The following chapters are covered in this material:

  1. Windows Phone
  2. Introduction to Silverlight
  3. Visual Studio Solution Management
  4. Constructing a Program with Silverlight
  5. Isolated Storage on Windows Phone
  6. Using Databases on Windows Phone
  7. Networking with Windows Phone
  8. XNA on Windows Phone
  9. Creating Windows Phone Applications
  10. Windows Phone Marketplace


This has grown a good deal from the first version. The zip has gone from 81MB to 130... and the Blue book from 152 to 248 pages!

Oh yeah, and it's all still free. Hat's off to Rob Miles for providing this awesome resource.



Related Past Post XRef:
“Windows Phone Programming in C#,” the Curriculum (think “Stuff to help teach Windows Phone Dev… Code, Demo’s, Pptx’s, Labs, 152 page eBook, etc”)

The C# Yellow Book gets a 2011 refresh...

App Hub Developer Talk Series - Upcoming and on Demand Dev Talks

App Hub - Developer Talk Series


This is a section of the App Hub I didn't know about. You learn something...

Thursday, October 06, 2011

XNA Game Studio v4.0 Refresh Released (Think "The Bug fix, Windows Phone 7.1 and VB.Net" Update)

Microsoft Downloads - Microsoft XNA Game Studio 4.0 Refresh

"Microsoft XNA Game Studio 4.0 Refresh updates XNA Game Studio 4.0 to fix bugs and add support for developing games that target Windows Phone OS 7.1 and developing games in Visual Basic.

Version: 4.0 Refresh
Date Published: 10/6/2011


File Name: XNAGS40_setup.exe, 40.0 MB



  1. Install Microsoft Visual Studio 2010.
  2. Obtain the latest updates for Visual Studio from Microsoft Update.
  3. Download and run the Microsoft XNA Game Studio 4.0 Refresh installer.
  4. Follow the setup instructions
  5. Launch Visual Studio 2010 from Microsoft XNA Game Studio 4.0 Refresh on the Start menu.


The future of XNA seems pretty currently kind of cloudy, but for now it's good to get this refresh/update...


Related Past Post XRef:
Windows Phone 7.1 SDK RTW

XNA Game Studio 4 News (GDC 2010)
XNA Game Studio 3.1 Zune Extensions Released – Get your Zune HD Dev On
As promised, XNA Game Studio 3.0 RTM’ed today

Wednesday, September 28, 2011

Windows Phone 7.1 SDK RTW

The Windows Phone Developer Blog - Windows Phone SDK 7.1 Now Available!

"This is an exciting week for Windows Phone 7.5 developers. Yesterday, we started rolling out the update to customer handsets and shared lots of developer goodness and started rolling out RTM updates to dev devices; today, I’m pleased to announce that the Windows Phone SDK 7.1 RTW release is now available on the Microsoft Download Center for immediate download and update.

The existing SDK has allowed developer to create and publish apps optimized for Windows Phone 7.5 since August. The Release to Web (RTW) release consists of seven additional release languages, final finishing touches to the tooling experience, a handful of bug fixes, and additional upgrade logic to provide a better installation process for users coming from earlier tools. In total, the RTW release is available in the following nine languages:

  • English (en-US)
  • French (fr-FR)
  • German (de-DE)
  • Italian (it-IT)
  • Japanese (ja-JP)
  • Korean (ko-KR)
  • Russian (ru-RU)
  • Spanish (es-ES)
  • Traditional Chinese (zh-TW)

With this release, we recommend/ask that Windows Phone developers do the following three things…


Microsoft Downloads - Windows Phone SDK 7.1

The Windows Phone Software Development Kit (SDK) 7.1 provides you with all of the tools that you need to develop applications and games for both Windows Phone 7.0 and Windows Phone 7.5 devices

Version: 7.1
Date Published: 9/25/2011

Change Language: Chinese (Traditional) English French German Italian Japanese Korean Russian Spanish


The Windows Phone SDK includes the following

  • Microsoft Visual Studio 2010 Express for Windows Phone
  • Windows Phone Emulator
  • Windows Phone SDK 7.1 Assemblies
  • Silverlight 4 SDK and DRT
  • Windows Phone SDK 7.1 Extensions for XNA Game Studio 4.0
  • Microsoft Expression Blend SDK for Windows Phone 7
  • Microsoft Expression Blend SDK for Windows Phone OS 7.1
  • WCF Data Services Client for Window Phone
  • Microsoft Advertising SDK for Windows Phone



If a pre-release version of the Windows Phone SDK 7.1 (Beta or RC) is installed on the machine, please uninstall it before installing this product.


Note: this release is also available in .iso format.


Nothing like a few Mango's in the morning. I have to say, the Mango roll-out seems MUCH smoother than NoDo's. They said they learned a lesson and that seems to be the fact. Love to see them talk the talk and walk the walk...


Related Past Post XRef:
"Windows Phone SDK 7.1 Release Candidate" on Microsoft Downloads
Shawn makes the Mango Marketing Madness a little less maddening (aka Windows Phone Mango version branding cheat sheet)
Want to Mango your Dev WP7 retail device? Today's your day! Mango Beta 2 released, including the capability for dev's to flash their phones with Mango! (Well the actual flash part is coming really soon... but...still)

Thursday, September 15, 2011

Teaching XNA with class with the "Game Development with XNA: Semester 1" class

Game Development with XNA: Semester 1 - Part 1 Basics

"Part 1: Basics includes 6 units of teaching resources for the “Game Development with XNA: Semester 1” material. This is an exciting CS course that allows students to apply their programming knowledge to game and simulation development using C# and the XNA framework. The complete curriculum is available below


C# is a modern and professional object-oriented programming language which when combined with the Microsoft XNA framework creates the XNA Game Studio – a professional game development environment for Xbox 360 and Windows Phone development.

Students will:

  • Explore game and simulation development as communication and art.
  • Apply knowledge of variables, conditionals, loops, Object-Oriented programming, recursion, and data structures to game creation.

The free curriculum package includes:

  • A Teacher Roadmap
  • A semester curriculum framework
  • Daily lesson plans
  • Demonstration projects
  • 14 video tutorials
  • 22 lab assignments and solutions
  • Student activities
  • Assessment tools with keys and exemplars

The lessons are aligned to CSTA, ITEA-STL, and ISTE-NETS standards. An online community provides support for teachers.


Game Development with XNA: Semester 1 - Part 2 Games for All

"Part 2: Games for All includes 7 units of teaching resources for the “Game Development with XNA: Semester 1” material.  ..."

Game Development with XNA: Semester 1 - Appendix

"The Appendix provides additional resources for the “Game Development with XNA: Semester 1” material. ..."

Game Development with XNA: Semester 1 - Teacher Roadmap

"The Teacher Roadmap provides instructions for teaching the “Game Development with XNA: Semester 1” material.  ..."

If you're teaching and want to teach what looks like a cool CS course, then the price on this is just right...

Wednesday, September 07, 2011

"Building Applications for Windows Phone 'Mango' Jump Start" sessions are now available on-demand on Channel 9

Mango Jump Start (01): Building Windows Phone Apps with Visual Studio 2010

"Microsoft MVPs Rob Miles and Andy Wigley are back! The "Building Applications for Windows Phone "Mango" Jump Start" was hosted by Microsoft Learning as a follow-up to last year's Windows Phone 7 Jump Start sessions. Mobile application developers rave about the fast-paced, demo-rich, real-world and often-times humorous approach Rob and Andy use to deliver this timely content. Now that "Mango" has made such a huge splash in the industry, we've asked them to put together another great course.

This course is specially tailored for developers looking to build cool applications and games for the new Windows Phone Mango Platform.

During this module, Rob and Andy outline how to create Windows Phone applications using Visual Studio. This introductory content covers how to create Windows Phone solutions, edit program source files, and add and manage program resources, build and run the solution. Next, they demonstrate options for debugging solutions using the Windows Phone Emulator or an actual device as well as managing the solution properties for deployment in the marketplace.

  1. Mango Jump Start (01): Building Windows Phone Apps with Visual Studio 2010
  2. Mango Jump Start (02): Silverlight on Windows Phone—Introduction
  3. Mango Jump Start (03): Silverlight on Windows Phone—Advanced
  4. Mango Jump Start (04): Using Expression to Build Windows Phone Interfaces
  5. Mango Jump Start (05): Windows Phone Fast Application Switching
  6. Mango Jump Start (06): Windows Phone Multi-tasking & Background Tasks
  7. Mango Jump Start (07): Using Windows Phone Resources (Bing Maps, Camera, etc.)
  8. Mango Jump Start (08a): Application Data Storage on Windows Phone | Part 1
  9. Mango Jump Start (08b): Application Data Storage on Windows Phone | Part 2
  10. Mango Jump Start (09): Using Networks with Windows Phone
  11. Mango Jump Start (10): Tiles & Notifications on Windows Phone
  12. Mango Jump Start (11a): XNA for Windows Phone | Part 1
  13. Mango Jump Start (11b): XNA for Windows Phone | Part 2
  14. Mango Jump Start (12): Selling a Windows Phone Application

..." [GD: Description leached in full]

I had said here, 16 hours, 2 Days, 1 Mango - Online, live and free training, "Building Applications for Windows Phone Mango Jump Start" August 23 & 24 (i.e. next week), that I hoped these sessions would be available and they are! The Channel 9 On-Demand Video Fairy [err... um... err... del del del... I mean the Channel 9 Genie! Yeah... that... ] granted my wish! :)

(via Computer Science Teacher - Thoughts and Information from Alfred Thompson - Windows Phone Mango Jump Start Workshop Now On Video)


Related Past Post XRef:
16 hours, 2 Days, 1 Mango - Online, live and free training, "Building Applications for Windows Phone Mango Jump Start" August 23 & 24 (i.e. next week)

Wednesday, July 20, 2011

Soundtorch - Turing sound/music browsing on its ear...



Audio browsing redefined

Soundtorch lets you browse through your audio collection extremely fast. Just drag your audio files onto the Soundtorch view ― all sounds are immediately arranged in a meaningful way and ready to be auditioned. Soundtorch is driven by the C.A.S.E. (Computer Aided Sound Exploration) engine, a sophisticated suite of algorithms that analyze and intelligently classify your audio collection.

With Soundtorch you can listen to sounds using a virtual torchlight ― all sounds illuminated by the light are played back simultaneously. This allows you to get an overview of literally thousands of sound files in a matter of mere minutes. As you zoom in or focus the light beam, you can still listen to one sound at a time.

Even though Soundtorch plays so many sounds at once, there's no cacophony. Your mind is powerful enough to easily spot the sound you like. Soundtorch further positions each playing sound on a surround system, or uses advanced surround virtualization when listening with headphones.


Check out the video then come back...

It's that pretty awesome? What a cool way to explore and discover music. And the fact that it's reportedly written with XNA is also pretty cool too.  :)

(via reddit/r/xna - Audio Search Engine, written in XNA)

Wednesday, June 22, 2011

Teachers, would you like to help Microsoft pilot a new XNA Game Development course (and get free stuff in the process)?

Computer Science Teacher - Thoughts and Information from Alfred Thompson - Would You Like to Pilot a New Game Development Course?

"Would you like to pilot a new game development course (or two) in your school? With free curriculum and software? Microsoft is starting a new XNA online community group and curriculum pilot program that features:

  • Free software
  • Free teacher-created curriculum
  • Two one semester courses

Here are the descriptions of the two courses.

Programming with C# and XNA 1: Advanced Applications in Game Development (1 semester)


Programming with C# and XNA 2: Windows Phone 7 and the Imagine Cup (1 semester)


Free is always attractive and given many education budgets, even more so now...

Wednesday, June 15, 2011

Portable Library Tools RTW (think "One library binary, many platforms")

Krzysztof Cwalina - Portable Library Tools Release

"We just released the official version of the Portable Library Tools. The set of tools and updates to .net platform allow you to create dlls that can be used in .NET Framework, Silverlight, Windows Phone, and XBOX projects. You can download the tools here and read more about them on MSDN." [GD: Post leached in full]

Visual Studio Gallery - Portable Library Tools

"Portable Library Tools is a new Visual Studio add-in from Microsoft that enables you to create C# and Visual Basic libraries that run on a variety of .NET-based platforms without recompilation.


image ..."

MSDN - Portable Class Libraries

"The Portable Class Library project enables you to write and build managed assemblies that work on more than one .NET Framework platform. You can create classes that contain code you wish to share across many projects, such as shared business logic, and then reference those classes from different types of projects.

Using the Portable Class Library project, you can build portable assemblies that work without modification on the .NET Framework, Silverlight, Windows Phone 7, or Xbox 360 platforms. Without the Portable Class Library project, you must target a single platform and then manually rework the class library for other platforms. The Portable Class Library project supports a subset of assemblies from these platforms, and provides a Visual Studio template that makes it possible to build assemblies that run without modification on these platforms.




One Binary * Many Platforms = Good Thing


Related Past Post XRef:
Write (.Net library) once, use everywhere (in .Net world)? The Portable Library Tools CTP Released. (Think “Reusing/Sharing the same Project between SilverLight, XNA, Windows Phone, etc” or “DRY .Net Project Style” )

Tuesday, June 07, 2011

DevExpress gives 7 for 7 - 7 Webinars for Windows Phone 7

DevExpress - Free Windows Phone 7 Development Webinars

“Watch - Learn - Apply: Master Windows Phone 7 Application Development is proud to announce a free seven part webinar series on Windows Phone 7 development. Presented by Chris Williams - XNA MVP - these webinars explore the Windows Phone 7 platform in detail and offer practical insights into the mobile development options offered by Microsoft. WP7 webinar topics include:

Date Title
09-Jun-2011 An Introduction to WP7 Development with Silverlight and XNA
16-Jun-2011 A Deeper Dive Into XNA on Windows Phone 7
23-Jun-2011 A Deeper Dive Into Silverlight on Windows Phone 7
30-Jun-2011 Building a Scrolling Tile Engine with XNA on Windows Phone 7
07-Jul-2011 Building a pathfinding system using waypoints with XNA on WP7
14-Jul-2011 Using the Push Notifications Service in your Windows Phone 7 apps or games
21-Jul-2011 Making Money From Free Windows Phone 7 Apps with the Microsoft Ad SDK


Got to love free training… :)

Sure it’s a means for DevExpress to increase the visibility in their other DevExpress product focused Webinars, but hey, what do you want for free, your money back? It’s a low key and non-intrusive approach, so no blood, no foul.