Make sure it is built using armeabl-v7a and not armeabi-v6.
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That is simply how you handle multi-touch. The developer of that car game
simply handles the first touch only. Anything is possible with touch.
It's simply how you as a developer decide to handle it.
These are not hardware limitations. Threads will not help with input.
On 2 October 2012 10:20
Go to Control Panel / Programs and Features and find Mono for Android in
the list of installed programs. It has the version number there.
Sly
On 12 September 2012 23:15, Miha Markic wrote:
> Is there an About information of MonoForAndroid full version somewhere
> in Visual Studio? The VS' Abo
You can't, because it falls outside the range of a 32-bit signed
integer (–2,147,483,648
to 2,147,483,647).
On 28 August 2012 14:29, Александр wrote:
> Can you say, how must i convert 2550136836 to int?
>
>
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Your log output does not show the log message from the beginning of the
constructor, so that would suggest it is happening before the constructor
is called.
On 19 Aug 2012 05:07, "Stephan Steiner" wrote:
> Henon
>
> The task isn't hanging, it's crapping out somehow without so much as an
> inkling
You need to show sample code for how you are trying to call it.
Sly
On 19 Aug 2012 10:17, "Stephan Steiner" wrote:
> Hi
>
> I have this nice method that performs all kind of magic and allows me to be
> really lazy - and then when I try using it on MonoDroid, I get the error in
> the title for ev
See this recent MfA thread
http://mono-for-android.1047100.n5.nabble.com/Deployment-Issue-Nexus-7-td5710987.html
Sly
On 24 July 2012 10:43, joepro wrote:
> Hey DFX,
>
> From what I've been told, this is an issue with JB (4.1.1) and should be
> fixed in M4A 4.2.5
>
> Joe.
>
>
>
> --
> View this
ug.cgi?id=5146<https://bugzilla.xamarin.com/show_bug.cgi?id=5146>
>
> If it's the same issue, I don't think it has anything to do with implicit
> references.
>
> Jonathan
>
>
>
> On 5/17/2012 5:36 PM, Konaju Games (Dev) wrote:
>
>> Seein
Lidgren to my startup project doesn't fix the linker error.
Sly
On 18 May 2012 01:24, Jonathan Pryor wrote:
> On May 17, 2012, at 9:20 AM, Konaju Games (Dev) wrote:
> > >> We don't implicitly include additional assemblies.
> > We have never
I've just come across this now as well, trying to update the MonoGame
project for use with MfA 4.2.1 in VS2010. It links with Lidgren correctly
in library projects that reference MonoGame.Framework.Android in the same
solution, but not the executable project.
>> We don't implicitly include additi
Android 4.0.3 in the benchmark wasn't recent enough?
Let us put aside personal/subjective feelings.
> Are there some **recent** benchmarks/tests to compare Mono and Dalvik VM
> performance?
>
>
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It's not Xamarin but Android itself that does not appear to support shared
contexts. I worked for a long time to try to get shared contexts working
in MonoGame and it just wasn't going to happen.
It is not just Mono for Android that suffers lost OpenGL contexts. It
affects all Android apps that
you mean that you have to stop manually creating the frame buffer on
> loading? Or is it something else? That one I've got covered but if it's
> something else I don't know...
>
> Eduardo
>
> On 4/17/2012 12:00 PM, Konaju Games (Dev) wrote:
>
> There was a chang
There was a change to OpenGL initialization in 4.0.5 described in the
release notes. That change will be required for any older code.
Sly
On Apr 17, 2012 4:19 PM, "Eduardo Jimenez"
wrote:
> GLCube won't work for some reason. It crashes with no callstack.
> Meanwhile the triangle ES 2.0 works in
The APK itself is still limited to 50MB. No change there. The only change
that may be required is support for the downloader service (to download the
expansion packs), if it's not there already.
Sly
On 14 April 2012 19:21, johnHolmes wrote:
> Hi,
>
> A new feature will be available for Androi
You need to create a shared context for the second thread. There have been
some issues with this and I have been working with Andreia from Xamarin on
getting this working for MonoGame. We don't have a nice solution yet, but
it's getting there.
Sly
On 3 March 2012 23:37, johnHolmes wrote:
> Hi
Your tips got me to the root of the problem. The DLL name was missing a
character from when I created the Android version of the Windows Phone
project.
*facepalm*
Thanks for your help.
Steve 'Sly' Williams
On 13 February 2012 11:41, Brannon King wrote:
>
> Is there any trick or extra bit I s
(resending from the correct email address this time)
If you know XNA on Windows, Windows Phone or Xbox 360, this will make more
sense. If not, I'll give it a shot at explaining how it works.
MonoGame is a free, open implementation of Microsoft's XNA Framework for
the various platforms that Mono
Andrew Russell, a member of this list, is the author of ExEn.
Dominique Louis, also a member of this list, is currently driving MonoGame.
MonoGame has made great advances since ExEn was forked from it, but ExEn is
still quite a good library. I personally prefer MonoGame, but it's good to
have ch
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