Setting Up - NocturnalWisp/Tynted-Engine GitHub Wiki
Setting up a new project using Tynted Engine is fairly simple. Tynted Engine is packaged as a simple DLL file, and can easily be placed in a new C# application and utilized.
Note
I am using Visual Studio 2019, but most of the versions after 2010 should work.
Note 2
If you have a current project and are looking to use Tynted Engine in it, you can ignore step 2.
1. Download Tynted Engine
Firstly download the Tynted Engine DLL from releases here: Releases, or compile from source by following this tutorial: Compile From Source.
2. Create a new C# project
Next you need to create a new C# framework project.
3. Add a reference to the Tynted Engine DLL
To use the Engine in your project, link the DLL of Tynted Engine you previously downloaded. In the solution explorer right-click references, select add reference and browse to the location that the Tynted Engine DLL is at.
Note I also recommend you add a reference to System.Numerics under the assemblies tab of the add reference menu as Box2d uses it as well.

4. Add csfml DLL's to the project directory
In order for the Engine to be able to work, it requires the csfml DLL files also included in the file you previously downloaded.
You need to grab the csfml files that were downloaded, and place them in your project directory.
You should end up with something similar to this:
5. Include the csfml files in the project
Now that the csfml files are within the project, you need to add those files to the project's assembly.
- Go to the solution explorer and select show all files.
- Select each of the csfml files
- Right-Click select Include in Project
- Right-Click select Properties
- Set Copy to Output Directory to Copy always
- Also make sure that Build Action is set to Content or Embedded Resource
Note You may need to clean and rebuild the project after doing this, it often causes problems in visual studio because you are changing assemblies. I also suggest trying to set Copy to Output Directory to Copy if newer if it is acting up still later on when you build it.

6. Create the game class
In order for the Tynted Engine to properly run, you need to create a new class that will inherit from Game.
This is an example of an empty game class:
7. Run the Game from Program
Now that those things are set up, you can go into the main program file, often denoted in a new project by the name: "Program.cs". Once you have found the main function, you can add this to it: (Of course replacing TestGame with the name of the game class you created.)