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Samples Installer? #28
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Hmm, this is something I could probably debate for a while but ultimately it falls in to a debate of best practice. I don't think including them in the main installer is a good idea, you only have to look at the complaints surrounding Unity and it's AngryBots sample which bloats the download for each and every single release. Creating a ZIP sounds like a good idea, but you could just as easily create a NuGet package with the entire sample as well, or one for each. I'd say the simplest thing at the moment would be to take the Master sample (platformer), build it with the production NuGet and Zip that up (just the project not the nuget package as NuGet package restore will download it on build) and put it on the site. Either works for me at this point an dis only a small amount of effort to do. If you want @tomspilman , I should have enough spare time to create those two packages. |
Agreed.... i'm not suggesting that at all. It would be a separate package whatever it ends up being.
Here is my concern: We have an installer that installs MonoGame and all the tools. The samples would then not use that... it would use NuGet instead? That seems inconsistent to me. |
I see what you mean,hmmm. Having an installer for the dev releases might be an issue, especially when you want to run them side by side, for that NuGet is easier. |
Yea... I guess looking at how Microsoft packaged those samples isn't a bad idea. Those were just plain ZIPs that assumed you had already installed XNA on your system.
I was thinking that maybe we can setup some sort of fallback in the csproj:
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The last part does sound a bit convoluted and not sure it would work in practice. Basicaly KISS |
Do you think it is worth packaging the samples in an installer for easier distribution? Or maybe at least put a zip download up on the website?
@KonajuGames @DDReaper
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