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November 2008 - Posts

Configuring XNA Game Studio 3.0 projects with custom content processors to work with ClickOnce deployment

Since we released XNA Game Studio 3.0 , I've heard of a few problems from customers via my blog and the Creators Club forums related to deployment of Windows game projects that include custom content processors. Most of the problems I've heard of so far
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.NET Framework 3.0 and 3.5 ServiceModelReg.exe custom action failure related to files in the temporary directory

I have run into a few reports of .NET Framework 3.0 and 3.5 installation failures recently that have exhibited the same set of symptoms. I wanted to describe this issue in more detail so that folks who have followed the steps in my previous post about

Creating an installer that includes a Visual Studio bootstrapper package and an MSI built with WiX 3.0

A few days ago, I wrote a blog post describing how to create an MSI-based installer for a Windows game created with XNA Game Studio 3.0. In that post, I described how to create custom actions in the MSI to check for system-level prerequisites (the .NET

Online documentation is now available for XNA Game Studio 3.0

Yesterday, the publishing process was completed for the online version of the XNA Game Studio 3.0 documentation. You can access this documentation at http://msdn.microsoft.com/library/bb200104.aspx . The documentation is also installed as a part of the
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Creating an MSI-based installer for the XNA Game Studio 3.0 platformer starter kit

I previously wrote an introductory post describing Windows game deployment features that are a part of XNA Game Studio 3.0 . That post focuses mostly on ClickOnce publishing and the Visual Studio bootstrapper that can be used to create an installer to

New samples available for XNA Game Studio 3.0 and how to upgrade existing XNA Game Studio 2.0 samples

Earlier this week, we released updated versions of the existing XNA Game Studio starter kits on the Creators Club web site that will install and work with XNA Game Studio 3.0 . To go along with that, we have also released some new and updated samples

How to target the .NET Framework 2.0 instead of 3.5 in a Windows game created with XNA Game Studio 3.0

By default, when you create a new Windows game project in XNA Game Studio 3.0, it will target the .NET Framework 3.5. This means that the project will be configured to include references to assemblies that are a part of the .NET Framework 3.5 but are

Mailbag: How to detect the .NET Framework 2.0 SP2 or greater in an MSI-based installer

Question: I have an application that requires the .NET Framework 2.0 SP2. I would like to author a condition in my MSI-based installer to check for SP2 or higher so that the application will continue to install even if future service packs are released

Updated XNA Game Studio 3.0 starter kits are now available for download

To go along with the recent release of the final version of XNA Game Studio 3.0 , we have posted a set of updated starter kits that will work with Visual Studio 2008 or Visual C# 2008 Express Edition and XNA Game Studio 3.0. You can find the download
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Possible issue with ClickOnce publishing using a project created with the XNA Game Studio 3.0 CTP

If you are using ClickOnce to deploy a Windows game created with XNA Game Studio 3.0, you might run into an issue that causes the game to not run correctly after being deployed to a user's computer. If your Windows game project was originally created
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