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Porting to Android - Solution and Project Structure

on Thu, 05/09/2013 - 19:33

Porting your XNA game to MonoGame involves a lot of new learning. One of the many bewildering things to cope with is how to organise the files and directories, your solutions and projects, in Visual Studio, such that porting will be made easier. If your XNA game is 50k lines of code sprawling across 16 projects, it is hard to know where to start. Should you just copy everything to a separate "Android" directory and just start afresh? Well that's possible but not ideal, and this article gives some pointer on how best to organise things.

Porting to Android - MonoGame, Textures and SpriteSheets

on Sun, 03/31/2013 - 17:42

When you're porting your XNA game to Android using MonoGame, if your game is of any size and complexity, you may well come across the issue of textures showing up all black (or all white, or all transparent) after a tombstone/restore. In fact, if all your textures live in SpriteSheets then you may find the entire screen goes black after a restore. If you've got some textures you create with Texture2D.SetData or otherwise generate on-the-fly without using a ContentManager, then you may also find those are black after a tombstone/restore. This blog explains how to fix these black textures.

Porting to Android - Performance on Devices

on Sun, 03/24/2013 - 15:13

We've started porting Gerbil Physics to Android, which brings us into strange and unfamiliar territory. In the lovely world of Windows Phones, you are guaranteed a minimum spec device and screensize, but not so with Android, which has myriad screen sizes, aspect ratios, CPUs, memory, and many many different operating system versions. This blogs outlines some things we've learnt recently about performance on Android.

Happy Holidays and 2012 Comments!

on Mon, 12/31/2012 - 17:18

All of us at Gerbil HQ wish you all a Happy Holiday season and a prosperous 2013.

2012 was a very busy year, bringing Gerbil Physics to mobile devices and working with a new publisher.  Looking forward to 2013, we're working on bringing even more levels to you, and exploring other platforms to play on.  Thanks to all those who've tried (and even buyed!) the game and all the feedback we've received.

We do love reading the comments people make in the store, bad as well as good.  Some are really entertaining, here are a few of our favourites.


Gerbil Physics Version 1.1 Released!

on Sun, 10/07/2012 - 16:52

It's here!  We've just released Version 1.1 of Gerbil Physics as a free Title Update.  We've worked tirelessly for the past 6 months since the release of version 1, listened to all your feedback (thanks to all!) and have made lots of improvements and additions inspired by your comments.


What's New in Version 1.1

* Another 12 new levels and new artwork

* Improved UI based on your feedback

* Various minor gerbil tweaks and bug fixes

* Various performance improvements and minimising memory use


Gerbil Physics is Deal of the Week

on Sat, 06/30/2012 - 20:25

First up, thanks to everyone for all their great feedback we've had on the game!  We're really pleased to see how much people are enjoying it, it means a lot to us and shapes what we do next.

So if you've played the trial and liked it, heck even if you didn't like it, now is the time to experience the full majesty of the whole game... because Gerbil Physics is on special offer!

For a limited time, and at a fabulous discounted price, you can now bag some awesome furry destruction.

Designing Gerbil PaperCraft

on Sun, 03/04/2012 - 22:53

PaperCraft is an art form where you use paper as your medium instead of the more usual ink on paper or pixels on a screen.  Mind you, if you've decided to read this blog there is a fair chance that you knew that already.

To actually design the PaperCraft itself, you start out with simple pencil sketches on paper.  When you're happy with that, you need to make low poly count models of the PaperCraft in 3D Studio. From 3D Studio you can export a flattened out rough template of the model.

Then comes the hard part of rearranging all the pieces in Photoshop until the basic layout for each figure


Gerbil Physics is coming to Windows Phone

on Sun, 03/04/2012 - 19:43

After a trifling 15 months of unrelenting grind and toil, we’re finally done and very pleased to announce that Gerbil Physics will be available on Windows Phone on really soon!

It’s been a long, interesting journey, and we pretty much ended up rewriting every component of the original Xbox Indie release. The physics engine, Farseer, got upgraded to the latest version (a Box2D port) which makes for much faster play and better performance even than the Xbox version. All objects move faster and feel heavier, making the game much more fun.