Only a few games can claim to have a mission statement. Here goes ours:
"Remember how much fun it was to kick down a sandcastle when you were younger? Maybe you still enjoy doing that? Well, Gerbil Physics is that feeling made digital. In fact it's better because you get to use awesome destructive tools and it's all magically captured inside your mobile device!"
They soar through the air with the greatest of ease! Top-notch demolition mayhem now available on Android and Kindle, optimised for phones and tablets in gorgeous HD. Gerbil Physics is truly the pet of champions, go get it!
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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.
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.