tIDE with Windows Phone 7 (XNA, C#)

Apr 8, 2012 at 4:03 PM

Hello everyone

I'm trying to use tIDE with Windows Phone but i receive an error like this

 Error loading "Maps\Map01". File not found.

this is the code, i use the correct references and i have upload in the content the folder Maps/Map01.tide and TileSheets/... correctly

using System;
using System.Collections.Generic;
using System.Linq;
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.Input.Touch;
using Microsoft.Xna.Framework.Media;
using xTile;
using xTile.Format;
using xTile.Dimensions;
using xTile.Display;
namespace WindowsPhoneGame1
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Map MyAwesomeMap = new Map();
        IDisplayDevice MyMapDisplayDevice;
        xTile.Dimensions.Rectangle ViewPort;
        public Game1()
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
            // TODO: Add your initialization logic here
            MyMapDisplayDevice = new XnaDisplayDevice(this.Content, this.GraphicsDevice);
            ViewPort = new xTile.Dimensions.Rectangle(new Size(800, 600));

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            MyAwesomeMap = Content.Load<Map>("Maps\\Map01");
            // TODO: use this.Content to load your game content here

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
            // TODO: Unload any non ContentManager content here

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)

            // TODO: Add your update logic here


        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)

            // TODO: Add your drawing code here


Please help me :)

Apr 15, 2012 at 6:57 AM

Hi, there is a tutorial that explains how to make it work....


It's not just the code, it is also the folders order sync with the solution project. Check that out, it worked for me :D

May 26, 2012 at 4:50 PM

Just curious, how you managed with 2-nd bullet: "create a new solution folder named xTile directly under the solution."