Closed ghost closed 2 years ago
I have a full project example, fully commented, showing this. You can find it at https://github.com/manbeardgames/monogame-aseprite-demo
YOU ROCK!!! I was assuming there were no examples (this is the case with many many monogame packages) so that's why I was not aware you HAVE good examples.
What .net frameworks can be used in combination with monogame-aseprite? Because when I use .NET 6.0 I get a whole lot of errors while those 3 packages are installed
So it can't find anything here, not even monogame :-S
When I first open the solution, I get this error (I'm using .NET 6.0):
I'm no expert in all this. Can you help?
The 3.8 version should use the netstandard2.1 package automatically, so shouldn't be seeing issues with NET6.
Can you send me some info so I can try to reproduce this.
Let me look into this and I'll reply back soon
Hi
Here is all info. I just opened the solution file and have changed it to .NET 6.0. Nothing else changed.
dotnet --list-sdks 2.1.202 [C:\Program Files\dotnet\sdk] 2.1.505 [C:\Program Files\dotnet\sdk] 2.1.602 [C:\Program Files\dotnet\sdk] 2.1.604 [C:\Program Files\dotnet\sdk] 2.1.700 [C:\Program Files\dotnet\sdk] 5.0.100 [C:\Program Files\dotnet\sdk] 6.0.201 [C:\Program Files\dotnet\sdk]
I use VS2022 community and the MG templates are not found. So I think they don't exist for VS2022 (only for VS2019). I used the CLI to make a new desktop openGL project for MonoGame. But this works perfectly for other MonoGame code, also when using other packages like MonoGame.Extended. The MGCB editor was installed this way too.
So no templates used, because they don't exist for VS2022
When I first open the solution, I get this error (I'm using .NET 6.0):
I'm no expert in all this. Can you help?
No problems using .NET 6 here.
AsepriteDocumentImporter. This is related to MGCB - no? Have you added the .dll reference.
Like in my Content.mgcb =>
/reference:...............nuget\packages\monogame.extended.content.pipeline\3.8.0\tools\MonoGame.Extended.Content.Pipeline.dll /reference:...............nuget\packages\monogame.aseprite\2.0.3.3\contentFiles\netstandard2.0\MonoGame.Aseprite.ContentPipeline.dll
That must be it!
in the editor, there is a reference but it points to something that doesn't exist. Where can I find MonoGame.Aseprite.ContentPipeline.dll ? I don't even have a "packages" folder inside my solution while all packages are installed :-S I thought normally all nuget packages are in such a folder, but I don't have one.
If you have made a VS2022 solution file using CLI in monogame, are packages installed somewhere else maybe? I can't find the needed DLL
The nuget folder is somewhere under your Windows folder. Do a search. The path should be the same as mine from nuget/packages onwards.
Follow this guide: https://manbeardgames.github.io/monogame-aseprite/getting-started/monogame38installation
Thx! I added it and everything is working :)
Hi
I have a question about the example. Why is this method needed?
private bool KeyPressed(Keys key) { return _curKeyState.IsKeyDown(key) && _prevKeyState.IsKeyUp(key); }
Why you need to check the _prevKeyState to know which key is pressed? I'm not 100% sure why that's needed. I hope you can explain. I'm still a beginner using this library (and also aseprite)
Checking the previous state here allows you to see if a key is pressed once versus being held down.
If you only check the current state each frame while a key is down, then it returns true for every frame
Also, to add, that specific method isn't something specific to the library. It's just general key/button state checking for the example project.
Original issue was resolved. For general questions, please use our discord
Hello
I first used this code for animations in monogame but now moved to aseprite
https://www.monogameextended.net/docs/features/animations/animations
Can you give me a code example on how to do display the sprites in Update() function there (for key movements and associated sprite) but by using monogame.aseprite code? I can't find how to do it
Thank you