EDIT: In DEBUG, you can just set Guide.SimulateTrialMode
in order to test one way or the other, it seems.
So here is the information regarding trial mode in Windows 8 Store Apps:
Create a trial version of your app
LicenseInformation class
Basically, it utilizes a bool flag licenseInformation.IsTrial
. If you then dig into the MonoGame source code on GitHub, we can see how they implement the check:
#if WINDOWS_STOREAPP
var licenseInformation = CurrentApp.LicenseInformation;
...
isTrialMode = !licenseInformation.IsActive || licenseInformation.IsTrial;
#endif
So, it seems that your licenseInformation is either not set to active, or is set to trial if you having issues testing. The first link has information on how to test it, but I'm not sure how to extend that to MonoGame:
Now, test your app using simulated calls to the license server. In JavaScript, C#, Visual Basic, or Visual C++, replace references to CurrentApp with CurrentAppSimulator in the app's initialization code.
CurrentAppSimulator gets test-specific licensing info from an XML file called "WindowsStoreProxy.xml", located in \Microsoft\Windows Store\ApiData. If this path and file don't exist, you must create them, either during installation or at run-time. If you try to access the CurrentAppSimulator.LicenseInformation property without WindowsStoreProxy.xml present in that specific location, you will get an error.
I guess in the worst case, you can build MonoGame yourself, changing CurrentApp
to CurrentAppSimulator
.