But i've found something not a good idea but works anyway.
If we dont want to use XNA's Content Pipeline then what worse things can come out of it:
If we dont want to use XNA's Content Pipeline then what worse things can come out of it:
Well, much more lines of code!
Now, create a new Class Library Project in .NET Framework 4.5(later we'll transform it to Windows Application)
Now, create a new Class Library Project in .NET Framework 4.5(later we'll transform it to Windows Application)
Add reference from a .NET Framework 4.5 project as its displayed there you cant see XNA .dlls as a reference but as an extension!

So we've added the .NET 4.0 extensions for XNA Framework
Now its better we write a Program.cs file and set it as a Startup Project
Program.cs:
using System;
namespace XNAProject2
{
static class Program
{
static void Main(string[] args)
{
using (Game1 game = new Game1())
{
game.Run();
}
}
}
} |
Later we set it as Startup Object from Project-> [YourProjectName]Properties
Now lets create a new Game class and add codes for it:
Now lets create a new Game class and add codes for it:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace XNAProject2
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
base.Draw(gameTime);
}
}
} |
Here we are!
Now lets run it if it will run or not:

OK. That was a nice punch to the face. I admit!
Why this problem occurs because of lack of 64-bit support for previous .NET framework references which we call extensions.
Now head over here:

and change as it seems:

After you change it to x86 it must have worked nicely

An empty screen drawn with CornFlowerBlue Color works as it should be while working with XNA GS.
Now why dont we just fill it?
Lets add a sample sprite it render it inside XNA project:
Lets add a picture inside your project.i added a performer png file,you can your own.
Add these variables for x,y corrdinates,width and height of the sprite and the object that we will create sprite from "Texture2D"
|
Inside LoadContent add these codes:
|
Here we set up our texture2d object to load an external image file through a path - which is in the same place as code files -
Then in Draw add these codes:
|
Here we render our sprite with given texture file,x&y coordinates,width and height of the sprite shall be.
Lets run it!
And display our sprite:

Thats good!
Even though XNA GS wasnt installed,you've succeeded on developing for XNA platform(Windows only) in Visual Studio 2012.
I do hope that it works in Windows 8 as well even though i was doing this work in Windows 7 system.
Hope this article helps you on your studies
Feel free to drop a comment if you disagree with me the way I suggest here.
Have a nice day!

Mohammed AshrafPosted May 22, 2016, 8:09 PM
Really nice. .
Saurabh RaiPosted Apr 11, 2016, 12:36 PM
Good one!
NitinPosted Jun 1, 2015, 9:48 AM
nice
Sibeesh VenuPosted May 30, 2015, 1:15 PM
Good one.
Santhakumar MunuswamyPosted May 30, 2015, 12:39 PM
thanks for nice one
Shailesh UkePosted May 30, 2015, 9:20 AM
Nice ...
Saber ShaikhPosted May 30, 2015, 7:35 AM
Good
Santhakumar MunuswamyPosted May 29, 2015, 1:05 PM
Thanks for nice article
Tom MohanPosted Mar 21, 2015, 12:48 PM
nice one
marloo stuartPosted Jul 8, 2013, 11:57 AM
i wanna some help plzz i cant find in "Add reference" from a .NET Framework 4.5 project as its displayed there is no XNA .dlls :(
Ibrahim ErsoyPosted Sep 3, 2012, 8:10 AM
Your welcome,Bruce! Yes,Aaron Stebner has given the most available solution.i knew that one and thus i presented an alternative way.
Bruce BayleyPosted Sep 1, 2012, 10:18 PM
See also: http://stackoverflow.com/questions/9674758/how-can-i-work-with-xna-projects-in-visual-studio-11-beta
Bruce BayleyPosted Sep 1, 2012, 8:56 PM
Thanks Ibrahim, you've saved my day!
Saber ShaikhPosted Jul 30, 2012, 5:43 AM
Nice And thank you
Ibrahim ErsoyPosted Jul 10, 2012, 7:14 AM
its no wonder .NET 4.5 Framework isnt supported for XNA 4.0 development only runs in .NET Framework 4.0 but theres a trick Aaron Stebner wrote on his blog,i didnt try but i do hope it works.Check it out : http://blogs.msdn.com/b/astebner/archive/2012/02/29/10274694.aspx
Shubham SrivastavaPosted Jul 10, 2012, 7:00 AM
Sir , Can we also add XNA tool kit that support .Net version 4.0 can it will support for version 4.5
Ibrahim ErsoyPosted Jul 10, 2012, 6:25 AM
Thank you guys!
Arun ChoudharyPosted Jul 9, 2012, 11:19 AM
Good article
Vipendra VermaPosted Jul 9, 2012, 11:19 AM
Thank you for providing information about how to Developing XNA Apps.....
Shubham SrivastavaPosted Jul 9, 2012, 11:14 AM
Nice article
Amit PatelPosted Jul 9, 2012, 3:20 AM
Good one..
Ibrahim ErsoyPosted Jul 8, 2012, 10:48 AM
Thank you for reading,Abhi!
Abhimanyu K VatsaPosted Jul 7, 2012, 12:24 PM
very nice