

- #Monogame visual studio failed to create graphics device how to#
- #Monogame visual studio failed to create graphics device full#
- #Monogame visual studio failed to create graphics device code#
Remember that MonoGame doesn’t care about your assets’ file extensions. we’ll get to that!ĪLRIGHT: let’s load up a sprite (assuming you have one called “Graphics/Characters/LittleDude.png”) Texture2D littleDude = Content.Load("Graphics/Characters/LittleDude")
#Monogame visual studio failed to create graphics device how to#
I may post about how to do that another time for now, you’ll have to google up some help… or just start over again with a new C# project using a MonoGame template!Īlso: the screenshot above shows off some pixel shaders. you CAN create & setup this file manually, but that’s a whole other weird thing. If you don’t have this file, or it won’t open in the MonoGame Pipeline Tool, you may have created a blank C# project, instead of using a MonoGame template. you should have a Content.mgcb file, which, when opened, yields something like this: maybe you even know how to load sprites and move them around the screen! (if so, you’re a little ahead of the game, because the first thing I’m going to show you is…) … Loading & Drawing Sprites!įirst, you’re going to need at least a sprite, and a pixel shader. I’m going to assume that you know C#, and have followed a couple basic MonoGame tutorials. I hope this tutorial can you help you out with that! Assumptions
#Monogame visual studio failed to create graphics device code#
to top it off, MonoGame has a couple of its own little quirks in how it uses pixel shaders, and its toolset is VERY bad at providing error messages when your pixel shader code is bad! put all this together, and it can be really hard to get started using pixel shaders in MonoGame! pixel shaders have their own language, and are pretty low-level, which makes information on them harder to find than, say, how to get input from your gamepad (something EVERYONE wants to do, and which is pretty easy TO do). One of the hardest things – for me – has been using PIXEL SHADERS in MonoGame.
#Monogame visual studio failed to create graphics device full#
also, we get full control over things, like the input system (which Unity has its own ideas about that we might find cumbersome for our particular project). It’s fun doing stuff yourself, right? it’s slower, and harder, but that’s fine: we’re LEARNING stuff. Suppose, like me, you’re a crazy person who likes to make 2D games with MonoGame, instead of a super-popular and full-featured IDE like Unity >_>
