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Issue 1149 revision 3 #1151

Closed
wants to merge 29 commits into from

10 participants

@totallyeviljake

This one includes template icons and graphics that needed to be updated desperately. Corrected the fuzzy monogame logo and added iOS and Windows specific spash graphics. See the readme for details.

This supercedes revision 2 - 1149_R2

@raistlinthewiz

I really don't understand why you guys keeping especially samples in a submodule. Especially new users when first trying to get introduced a new sdk/framework, they'll be looking for documentation / samples. Monogame already lacks a proper documentation and further "hiding" samples/starter kits makes harder to get started?

Please explain how they are hidden? All you need to do, indicated above is.....
git submodule init
git submodule update

and it will pull down everything.

We made a conscious decision not to include them in the main Framework distro, because it would come to over 400MB! Not everyone has that sort of bandwidth, though we wish they did. Also most people using MonoGame already have XNA Samples/StarterKits, which is what we have used in our ports of the Samples and StarterKits. There may be a couple of samples that aren't ports, but the vast majority are XNA ports.

Okay given the 400MB fact then submodules are correct way to go. In the first place, I just put myself in place of a new-starter who isn't that much experienced with git.

I understand where you are coming from and we know that git is not the easiest thing to get your head round when you first use it.
We plan to create some zips, like the tagged zips, for those who don't want to get their hand git dirty :).

We do appreciate a "new-starter" perspective. So over time we will make it easier. For example in the v2.5 release we will have project templates for certain platforms, and we will increase support for other platforms leading up to v3.0 release.

Okay, it's good to know these are coming. I hope I can find some free time so I can start hacking the monogame source - or maybe I should start with some quick intro docs.

dellis1972 and others added some commits
@dellis1972 dellis1972 some fixes to allow the Video to work on android. a41472a
@directhex directhex Create a pkg-config file for MonoGame.
This assumes, that, for example, if the pkg-config prefix used is
/usr/lib/pkgconfig then the MonoGame assemblies are installed to
/usr/lib/monogame.

This pkg-config file places a requirement on OpenTK and Tao.SDL packages
to be provided by the distribution.

The net result is that "mcs -pkg:monogame mygame.cs" will build against
MonoGame.
7d80899
@directhex directhex Remove obsolete calls to closed-source gamepad bridge in template.
The template tries to place requirements on the closed-source
gamepad bridge no longer shipped with MonoGame. Remove it to prevent
build failures.
f94e668
@tomspilman tomspilman Merge pull request #519 from dellis1972/develop
some fixes to allow the Video to work on android.
0a873a9
@directhex directhex Work around "Copy Local" bug in MonoDevelop
As detailed in MonoDevelop bug 4030, assembly references which resolve via
pkg-config packages and are non-GAC are never copied locally to the assembly
output folder, which means the app will not run if it relies upon one of
these unstable libraries (MonoMac also suffers from this)

Copy-paste a workaround from the MonoMac source code where any libraries
resolved from monogame.pc should be forcefully copied to the output folder
of the build, for all MonoGame project types.
e5d6d41
@directhex directhex Fix assembly reference in template to drop unneeded ".dll" extension
MonoDevelop's assembly reference resolver doesn't work if you have "Gac"
references with file extensions. Drop the .dll, and MonoDevelop will find
Tao from a suitable location such as the GAC or a pkg-config package.
e23c977
@dellis1972 dellis1972 Merge pull request #523 from directhex/develop
Project template and deployment fixes for Linux
a7c987f
@dellis1972 dellis1972 Fixed http://monogame.codeplex.com/workitem/6680 3d09540
@dellis1972 dellis1972 Merge remote-tracking branch 'upstream/develop' into develop 6cc181c
@dellis1972 dellis1972 Fixed texture order of the GetData in uint format to match xna ABGR r…
…ather than RGBA

Updated all uses of DateTime.Now to DateTime.UtcNow to reduce consing....
1c94cf4
@dellis1972 dellis1972 Updated version to 2.5.1.0 529458f
@dellis1972 dellis1972 Fixes to the Project Templates for the 2.5.1 release
Fixed the installer to pick up the VS 2010 templates from the zip files
829213b
@dellis1972 dellis1972 Reverted the RGBA -> ABGR change adf2a4d
@CartBlanche CartBlanche Merge pull request #526 from dellis1972/develop
Fixed the namespaces for SongReader and SoundEffectReader for Android
641cd37
@CartBlanche CartBlanche merge with develop for 2.5.1 release 8de7527
@dellis1972 dellis1972 Merge pull request #531 from CartBlanche/master
Merge for 2.5.1 Release, from develop
56afa04
@totallyevil totallyevil Graphics and logos for new marketing graphics issue. de3a344
@totallyevil totallyevil more project image files for templates and updates to the game templa…
…te thumbs.
a289249
@tomspilman
Owner

Looking good.

I noticed some of the icons that used to be square... like 72x72... are now not. That is probably bad... not sure. Ideally we would know exactly the size all these template images need to be.

Will you hit Visual Studio templates next? The one preview image:

https://github.com/mono/MonoGame/blob/develop3d/ProjectTemplates/VisualStudio2010/Android/__PreviewImage.png

Could be updated to be in the style of the splash images here. I don't know the size limits for these... open up VS and look thru the templates you already have to get an idea.

@KonajuGames
Owner

The template icons are no longer square. The heights are out by two or three pixels.

Never try to re-create or alter a trademarked logo. The Windows and iOS logos for example. The typeface is wrong and missing or incorrect forms of TM and R. The best advice is to never touch or alter a trademarked logo, and it must only be used in accordance with the trademark guidelines.
http://www.microsoft.com/about/legal/en/us/IntellectualProperty/Trademarks/Usage/Windows.aspx

I had previously made a cleaner splash screen for the Android project template (doesn't have the black area, smaller logos). I'm thinking we should remove the platform logos completely and just have a MonoGame logo in the centre of an all-white splash screen.

We have source art in .psd and .svg for the MonoGame logo as well. No need to re-add the logo text in a different typeface, add an inner bevel or make the outline bolder.

@totallyeviljake

cool. ok. there are no source images in the repo that I found except for the SVG file.

the only PSD file I found in the repo has a clip mask with an outline in it that creates a weird thin-outline of white when it is scaled down. I see that being used inconsistently in the artwork of templates and multi-res PNG files.

is there a style guide for the logo and logotype? the logotype face was not changed, it's the same, unless you know otherwise as to the exact type face and weight.

as for trademark icons, i took them from the Xamarin site (see my readme that I included with the updated graphics). For Microsoft, you will only get source material when you register as a trade partner and have a tested product. We have such things here already and can utilize those. The new "metro" style has its own style guidelines.

TM = we use it but it is not registered
(R) = registered with the USPTO

I am the proud owner of several registered trademarks and know the law quite well.

I agree that the platform identifiers on the splash screen are somewhat dicey to use, but I was just going with the flow. The "iOSDefault.png" was actually branded MonoDroid, so that needed to be remedied.

Again, someone needs to create the official styleguide for the logo and branding of MonoGame. This is the type of stuff that requires an owner with unilateral authority.

@KonajuGames
Owner
@tomspilman
Owner

I'm ok with including trademarked logos from OS vendors as long as we can it correctly without legal troubles... but I cannot say I know anything about that.

@totallyeviljake

We won't get into any trouble as we are using them under "fair use" so long as we don't claim anything about the marks except their ownership. Remember that these are just placeholder graphics that users should replace with their own graphics.

@slygamer = -1 on marks
@tomspilman = +/- 1 on marks, somewhat +1
@totallyevil = +1 for fair use and correct representation (sorry, I was sloppy)
@dellis1972 = ?
@CartBlanche = ?
Aranda = ?

I will fix the icon dimensions as that was sloppy as well, sorry.

Sly didn't like my bevel effect. I did it because (1) Tom mentioned wanting to make them more "artistic" or "professional", and (2) the flat graphic doesn't really convey to small sizes very well. Adding false dimension to the image helps to keep its style as it shrinks to smaller resolutions, and plus I like it better.

@Nezz

What about getting a new logo for 3.0? The current one is quite sloppy.

I don't think that the mono monkey makes a good logo anymore, as the primary users are not traditional linux/mono fans anymore, but people who want to port their WP7 game to Windows 8, WP8, iOS and Android.

@KonajuGames
Owner
@Nezz

What's the current roadmap? With 200 open issues, meaning about 100 bugs, I'm sure there should be weeks spent fixing at least the critical ones, which is plenty of time for a logo change.

@dellis1972
Owner
@Aranda

My view on the trademarks in the default splash screens is that there isn't much point to them. Everyone knows what device they're currently running MonoGame on, and if there is even a slight chance of annoying the big fellas (ie due to incorrect fonts etc), they are counterproductive.

I also think the logo could be improved but yeah, it's a little late for that now. What is the deal with switching the MonoGame text to have "Game" on the top and "mono" on the left side? It almost reads "Game mono" to me now. I think it looks better as it was, all lower case with "mono" at the top.

@Aranda

@Nezz there's been some discussion over email about releasing despite the long list of bugs. The general view was that none of them were show stoppers. If you there are any that you think are particularly important to get resolved for 3.0, definitely speak up.

@tomspilman
Owner

My view on the trademarks in the default splash
screens is that there isn't much point to them.

Well... there are two issues here.

There are splash screens which are put at the start of the game. I agree it isn't useful to the end user to have the platform on there... but it does help a bit when demoing stuff and video presentations.

There are also the "preview image" which Visual Studio shows when browsing thru the project templates. Here it is maybe more important to have an image that matches the platform being targeted.

What is the deal with switching the MonoGame text to have "Game" on the top and "mono" on the left side?

That logo has always been like that. It does fit better in a square layout... but it is a little weird.

@tomspilman
Owner

@Nezz @Aranda

Note we're also planning to go away from the "work for months, ship a major version" style development to continuous releases with nightly and stable builds.

@Aranda

That logo has always been like that. It does fit better in a square layout... but it is a little weird.

Heh good point. I still like the other one better though :)

@totallyeviljake

haha. sorry for the drama guys. haha.

@Aranda there are two versions of the "logo" (yet again) so there is quite a bit of inconsistency in the market brand of Mono Game. That's understandable since there is no single authority for branding.

The logo image in the template splashes were all blurry. I cleaned that up and added the bezel, much to Sly's disapproval (the bezel, not the clarity).

So I will remove the bezel. Fix the sloppy icon dimensions to make them square again, and remove every instance of the white outline of the "monkey" in the logo. That white outline does not scale down in any version that I tried. It's noisy and needs to be removed. it is yet another inconsistency in the logo image.

@Nezz after 3.0 release there needs to be an election for who will be the brand owner. Someone needs to document the fair use guidelines for the mark, describe what each of the icons are used for and give a styleguide for the various platforms.

I will try to do these changes today and continue to document what I change in readme files.

@tomspilman I will get to the VS templates maybe Sunday or Monday. it will get done next week for sure as I now take ownership of this task, including all of this dramatic fallout I've caused.

Again, apologies for the drama. none of us like drama and have been through this far too many times in our careers.

@tomspilman
Owner

who will be the brand owner

@CartBlanche should be the brand owner. It is in the end all his call, but he is usually pretty busy with Xamarin stuff to be involved in the day-to-day with MonoGame.

I'm sure he can jump in here really quick and provide some guidance.

apologies for the drama

It isn't a big deal at all.

This stuff needs to be discussed and decided on... opinions, problems, and concerns are part of the process.

@totallyeviljake

@slygamer the SVG file has an incorrect outline. The monkey mouth does not have an indentation like it does in the PSD file.

The PSD does not scale down to 32x32 and 64x64 as well as what is checked into git. Those were generated from the SVG apparently.

I am using Photoshop CS4 and Illustrator CS4. Does anyone have the original AI file for the SVG file?

@totallyeviljake

I added an AI file to ISSUE_1149_R2 which was taken from the SVG file. I fixed missed connectors and added the mouth indentation. Please let me know what everyone thinks as this will be the source that I work with to create the new logo graphics.

@totallyeviljake

what is the purpose of MonogameLogo1920x1920ForDark.png ??

@totallyeviljake

Also note - the logo is not square. the curve dimensions of the logo are 2660 x 2528. I will add some vertical buffer space to make it 2660 x 2660 so that it conveys to the smaller icon sizes properly.

@totallyeviljake

I have updated ISSUE_1149_R3 in my fork with changes to Graphics/Logo and a new AI file that is based upon the SVG file. The LogoNoText psd file is a smart object that works with the AI file. Again, note the README that I have included that spells out some of the decisions made.

@dellis1972
Owner
@totallyevil totallyevil removed trademark use in the splash screens and regenerated the PNG i…
…cons to make them square. All graphics taken from the original curve source file MonoGame.ai.
b4e238d
@totallyeviljake

@dellis1972 please use "totallyeviljake". I don't know who Jacob is, but they will likely get crabby with us like that deano guy did. :)

Latest commit to ISSUE_1149_R3 has all issues addressed. I removed all trademark identifiers and regenerated all icons from the original source file.

From now on, all graphics need to be derived from the Logo files in the Graphics directory.

@tomspilman I will take on your VS template graphics next. I plan to pull the trademark graphics for Apple, Android, and Windows, and incorporate them into the PNG files using the original PSD file I checked in.

If there is any issue with the PSD and AI file that I have checked in, please let me know.

@totallyeviljake

@dellis1972 ok so the "dark" graphic is an inconsistency. All logo graphics are on a white background, with no exceptions.

This is where @CartBlanche will need to chime-in. if the logo should be transparent, then I need to regenerate the graphics again. otherwise, there is no need for the "dark" variant of the logo.

@tomspilman
Owner

@totallyeviljake

Looks like some of the orange within the brain and devices in the logo was lost... it looks yellow to me here.

All logo graphics are on a white background, with no exceptions

Well having a version of the logo that works on dark backgrounds is a good thing. But as far as the uses within the templates and installers it should all be on white.

the README that I have included that spells out some of the decisions made.

The README is great... keep that up.

@totallyeviljake

Sorry, "no exceptions" means that I did not see any cases where a transparent background was used. I will create a batch of transparent icons as well as a batch with white text.

not sure about the orange ... svg file had different colors in it. this is likely a CMYK to RGB color conversion problem.

@totallyeviljake

I did a side-by-side of the 256x256 PNG in Graphics/Logos of both my ISSUE_1149_R3 and the current remote/develop3d HEAD ... they appear to be exactly the same. I suppose I could do a binary comparison ...

@totallyeviljake

LogoNoText.png was orangish - fixed that with the new PSD. They all have the yellowish hue in the brain and game devices of the logo.

@tomspilman
Owner

@totallyeviljake - You got that backwards.... it should be orange, not yellow.

@tomspilman
Owner

@totallyeviljake - Also it looks to me that the black outline around the logo got thinner thru your changes. It should be the same thickness as before.

@totallyeviljake

@tomspilman the 256x256 PNG file in Graphics/Logos on the develop3d branch has yellow in it. The SVG file that I used as the original curve source is also yellow, not orange.

I think the orange variant may have been an incorrect revision of the logo.

As for thickness, it is exactly the same. The SVG source translates exactly to AI curves, and thusly preserves line pitch and gauge.

the ICO and ICNS files were regenerated from the updated source. those files were still wrong until tonight.

@totallyeviljake

I see, you are referring to the icon imagery in MonoGame\ProjectTemplates\MonoDevelop\MonoDevelop.MonoGame\MonoDevelop.MonoGame\templates\MonoGameApplication. Yes, those have orange in them and have a thicker outline. they were generated using the PSD file and that's why the thicker outline persisted.

Now we have 2 versions of the logo. One has orange in it and has a thicker gauge in the logo outline. The other, from the Graphics/Logos path has yellow in it and a thinner gauge that properly scales when the logo scales.

I believe that we need @CartBlanche to offer his authoritative decision on the logo direction.

@tomspilman
Owner

@totallyeviljake

It is pretty clear (unless Dom wants it to change).

The official logo has the heavier black border and the orange brain. This is what is used on the current site (http://monogame.codeplex.com/) and is also what is used on the new website.

@totallyeviljake

ok. All of the logos in Graphics/Logos are obsolete then and we can no longer use them. Those files should be removed from the repository.

The official logo has an orange grandient overlay effect and a stroke effect on the logo clip mask. The clip mask in the PSD file has a white outline which is not desirable.

Starting from the PSD I created, which was created from the SVG file (not mine), I will add the effects that are found in the PSD file. After that, I will recreate all of the logo images that are in the current Graphics/Logos directory. Once these are all in-line with the official logo direction, I will move on to the templates (yet again).

The SVG is the only file that will need to be purged from the repository. it has lots of problems anyway, not to mention that it is missing the orange gradient overlay.

@tomspilman
Owner

The SVG is the only file that will need to be purged from the repository

If it is incorrect... then yes... that makes sense to me.

@dellis1972
Owner
@Nezz

@Aranda Some of the critical bugs I discovered:
#735 It's against App Store rules so if the testers discover it, the app may be rejected
#1123
#1005 I don't know if it was fixed or not, but Windows 8 store apps crashed when the device was rotated to portrait.

Windows 8 performance issues are also a big problem, especially when rendertargets are used. See:
#1072

I think WP8 should not be included in its current state.

@KonajuGames
Owner

@Nezz, I think perhaps you responded in the wrong thread. Those issues are not relevant to this thread about logo images.

@Aranda

@slygamer, Nezz was responding to me because he asked about the 3.0 release with all the open issues and I responded with:

there's been some discussion over email about releasing despite the long list of bugs. The general view was that none of them were show stoppers. If you there are any that you think are particularly important to get resolved for 3.0, definitely speak up.

I agree that we should have separate thread for this discussion, probably on codeplex.

@totallyeviljake

@dellis1972 I will continue to make the AI match the PSD. I failed to get the gradient overlay correct after a few minutes of work, but it is important to have a curve based version of the logo. The PSD does not scale down nicely. Going from 2600 down to 32 does not work well with subsampling.

@tomspilman I can't guarantee an exact match on the etch gauge, but it should be close. The current template icons have an outline that is a bit too large given their small size.

In the spirit of context, though, all of these icon graphics will be replaced by the end game's graphics, so spending a tremendous amount of time on getting one extra pixel into the etching is not a fruitful exercise (in my opinion).

@totallyeviljake

ok @tomspilman I have checked in two updates. One for the AI file and one a sample of the AI file rendered at 96x96.

Find these in Graphics/Logos/MonogameLogo96x96.png

Please let me know if you find this version to be acceptable. I took the actual rendered color in the PSD (not the source gradient color) and applied it as a gradient in the AI file. @dellis1972 did a great job "tracing" the original and I tried to match it as much as I could to the PSD file colors. There is some "sloppy" hand editing done in the PSD file around the buttons in the phone icons. That has been fixed by @dellis1972 in his tracing of the original.

@totallyeviljake

Please check out the changes I pushed into ISSUE_1149_R3. This should do it for this round. I updated the SVG file as well. I think the curve logo looks the same as the PSD logo. You should update the new web site and the codeplex logo with the consistent logo images we are making now.

@totallyeviljake

so what's the consensus on the logo graphics that I have updated? should I delete this PR or continue with updating the graphics? The VS template icons in the MG3 installer are inconsistent as well and should be updated as well. I can't do any of that until I know if these changes are good or not.

@dellis1972
Owner
@Aranda

so what's the consensus on the logo graphics that I have updated? should I delete this PR or continue with updating the graphics?

I think what's done so far is great. Please continue, if you still have the will to do it!

@KonajuGames
Owner
@totallyevil

@slygamer where is this splash screen that you did? I did not see any of those, but i was only changing the monodevelop template in this revision. I don't care for the tuxedo graphic either as it's a little too "linuxy" for my preference.

I will finish this today.

@totallyevil

Thanks Steve. Your changes are forward of my repo, so I will do the Ouya stuff after I push my stuff up. Is it even possible to update my fork head with the current develop3d head and not mess up my ISSUE_1149_R3 branch?

@totallyevil

So the splash that @slygamer did for Ouya is the size for your game "menu" image on the box. Yet the iOS template graphics do not provide any shapes for the 5 different splash sizes on iOS devices. Should I do those too?

@totallyevil totallyevil more graphics updates and consistency matching on the template graphi…
…cs. removed the windows trademark usage until we hear back from microsoft legal.
17b7665
@totallyeviljake

i think this last update to the branch is it, aside from the Ouya changes that are forward of my head revision. I removed the windows mark usage from @tomspilman work because Microsoft has very strict guidelines for mark usage on tested and untested platform software. I updated the readme with licensing references. I also changed the location of the platform bugs to be in the upper left of the template icons and normalized them to 40 pixels high. Note the addition of several resolution configurations for the iOS target in the MonoDevelop template.

@totallyeviljake

any further opinions on this PR?

@KonajuGames
Owner

It needs to be updated with latest as we cannot automatically merge it.

@KonajuGames
Owner

Once that is done, I'll merge it.

@totallyeviljake

alright, working on this sly. each step is the same set of conflicts to resolve. feels like Ground Hog Day , the movie .....

@totallyevil totallyevil resolved conflicts and merge remote-tracking branch 'origin/master' i…
…nto ISSUE_1149_R3

Conflicts:
	Installers/Windows/MonoGame.nsi
	MonoGame.Framework/Android/Media/Video.cs
	MonoGame.Framework/Content/ContentReaders/VideoReader.cs
	MonoGame.Framework/Game.cs
	MonoGame.Framework/MonoGame.Framework.Android.csproj
	MonoGame.Framework/MonoGame.Framework.Linux.csproj
	MonoGame.Framework/MonoGame.Framework.MacOS.csproj
	MonoGame.Framework/MonoGame.Framework.Windows.csproj
	MonoGame.Framework/MonoGame.Framework.iOS.csproj
	MonoGame.Framework/PSSuite/Media/Video.cs
	MonoGame.Framework/Properties/AssemblyInfo.cs
	ProjectTemplates/MonoDevelop.MonoGame.2.5/MonoDevelop.MonoGame/MonoDevelop.MonoGame/MonoGameProject.cs
	ProjectTemplates/MonoDevelop/MonoDevelop.MonoGame/MonoDevelop.MonoGame/MonoDevelop.MonoGame.csproj
	ProjectTemplates/MonoDevelop/MonoDevelop.MonoGame/MonoDevelop.MonoGame/templates/MonoGameLinuxProject.xpt.xml
	ProjectTemplates/MonoDevelop/MonoDevelop.MonoGame/MonoDevelop.MonoGame/templates/MonoGameWindowsProject.xpt.xml
	ProjectTemplates/VisualStudio2010/Linux/MonoGameLinuxApplication.csproj
	ProjectTemplates/VisualStudio2010/Windows/MonoGameWindowsApplication.csproj
	ThirdParty/Lidgren.Network/Lidgren.Network.iOS.csproj
b92d6d6
@totallyeviljake

ok, I updated my master and then my branch .... check it out

@KonajuGames
Owner

Hmm. Why does GitHub still say it cannot be automatically merged? Might have to do this manually, which will be after I get home tonight.

@totallyeviljake

hmm, where does it say that? in the command line or using the tortoiseGIT pull UI?

edit: I am going to try the merge myself to see what it doesn't like ... I won't commit it, just want to see the result of the merge.

@KonajuGames
Owner
@totallyeviljake

So my PR is behind the structure changes that have gone into the develop3d branch. That's likely why this is not an automatic merge. I have changes in the "windows" template directory, but that directory is now named "WindowsGL".

The only way to do this is to delete the PR yet again and recreate it from the current develop3d ...

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Commits on Mar 21, 2012
  1. @CartBlanche
  2. @CartBlanche
Commits on Jun 13, 2012
  1. @dellis1972
  2. @directhex

    Create a pkg-config file for MonoGame.

    directhex authored
    This assumes, that, for example, if the pkg-config prefix used is
    /usr/lib/pkgconfig then the MonoGame assemblies are installed to
    /usr/lib/monogame.
    
    This pkg-config file places a requirement on OpenTK and Tao.SDL packages
    to be provided by the distribution.
    
    The net result is that "mcs -pkg:monogame mygame.cs" will build against
    MonoGame.
  3. @directhex

    Remove obsolete calls to closed-source gamepad bridge in template.

    directhex authored
    The template tries to place requirements on the closed-source
    gamepad bridge no longer shipped with MonoGame. Remove it to prevent
    build failures.
Commits on Jun 14, 2012
  1. @tomspilman

    Merge pull request #519 from dellis1972/develop

    tomspilman authored
    some fixes to allow the Video to work on android.
Commits on Jun 15, 2012
  1. @directhex

    Work around "Copy Local" bug in MonoDevelop

    directhex authored
    As detailed in MonoDevelop bug 4030, assembly references which resolve via
    pkg-config packages and are non-GAC are never copied locally to the assembly
    output folder, which means the app will not run if it relies upon one of
    these unstable libraries (MonoMac also suffers from this)
    
    Copy-paste a workaround from the MonoMac source code where any libraries
    resolved from monogame.pc should be forcefully copied to the output folder
    of the build, for all MonoGame project types.
  2. @directhex

    Fix assembly reference in template to drop unneeded ".dll" extension

    directhex authored
    MonoDevelop's assembly reference resolver doesn't work if you have "Gac"
    references with file extensions. Drop the .dll, and MonoDevelop will find
    Tao from a suitable location such as the GAC or a pkg-config package.
  3. @dellis1972

    Merge pull request #523 from directhex/develop

    dellis1972 authored
    Project template and deployment fixes for Linux
Commits on Jun 17, 2012
  1. @dellis1972
  2. @dellis1972
  3. @dellis1972

    Fixed texture order of the GetData in uint format to match xna ABGR r…

    dellis1972 authored
    …ather than RGBA
    
    Updated all uses of DateTime.Now to DateTime.UtcNow to reduce consing....
  4. @dellis1972

    Updated version to 2.5.1.0

    dellis1972 authored
  5. @dellis1972

    Fixes to the Project Templates for the 2.5.1 release

    dellis1972 authored
    Fixed the installer to pick up the VS 2010 templates from the zip files
Commits on Jun 18, 2012
  1. @dellis1972
  2. @CartBlanche

    Merge pull request #526 from dellis1972/develop

    CartBlanche authored
    Fixed the namespaces for SongReader and SoundEffectReader for Android
  3. @CartBlanche
  4. @dellis1972

    Merge pull request #531 from CartBlanche/master

    dellis1972 authored
    Merge for 2.5.1 Release, from develop
Commits on Jan 4, 2013
  1. @totallyevil
Commits on Jan 5, 2013
  1. @totallyevil
  2. @totallyevil

    pulling these in from R2

    totallyevil authored
  3. @totallyevil

    removed trademark use in the splash screens and regenerated the PNG i…

    totallyevil authored
    …cons to make them square. All graphics taken from the original curve source file MonoGame.ai.
Commits on Jan 6, 2013
  1. @totallyevil
  2. @totallyevil
Commits on Jan 7, 2013
  1. @totallyevil
  2. @totallyevil

    update to the graphics to include the orange gradient. updated the re…

    totallyevil authored
    …adme to describe the gradient and icons supplied.
  3. @totallyevil
Commits on Jan 15, 2013
  1. @totallyevil

    more graphics updates and consistency matching on the template graphi…

    totallyevil authored
    …cs. removed the windows trademark usage until we hear back from microsoft legal.
Commits on Jan 25, 2013
  1. @totallyevil

    resolved conflicts and merge remote-tracking branch 'origin/master' i…

    totallyevil authored
    …nto ISSUE_1149_R3
    
    Conflicts:
    	Installers/Windows/MonoGame.nsi
    	MonoGame.Framework/Android/Media/Video.cs
    	MonoGame.Framework/Content/ContentReaders/VideoReader.cs
    	MonoGame.Framework/Game.cs
    	MonoGame.Framework/MonoGame.Framework.Android.csproj
    	MonoGame.Framework/MonoGame.Framework.Linux.csproj
    	MonoGame.Framework/MonoGame.Framework.MacOS.csproj
    	MonoGame.Framework/MonoGame.Framework.Windows.csproj
    	MonoGame.Framework/MonoGame.Framework.iOS.csproj
    	MonoGame.Framework/PSSuite/Media/Video.cs
    	MonoGame.Framework/Properties/AssemblyInfo.cs
    	ProjectTemplates/MonoDevelop.MonoGame.2.5/MonoDevelop.MonoGame/MonoDevelop.MonoGame/MonoGameProject.cs
    	ProjectTemplates/MonoDevelop/MonoDevelop.MonoGame/MonoDevelop.MonoGame/MonoDevelop.MonoGame.csproj
    	ProjectTemplates/MonoDevelop/MonoDevelop.MonoGame/MonoDevelop.MonoGame/templates/MonoGameLinuxProject.xpt.xml
    	ProjectTemplates/MonoDevelop/MonoDevelop.MonoGame/MonoDevelop.MonoGame/templates/MonoGameWindowsProject.xpt.xml
    	ProjectTemplates/VisualStudio2010/Linux/MonoGameLinuxApplication.csproj
    	ProjectTemplates/VisualStudio2010/Windows/MonoGameWindowsApplication.csproj
    	ThirdParty/Lidgren.Network/Lidgren.Network.iOS.csproj
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