Initial check-in for Spacewar sample.

* Touch game controls implemented (tested working on Win 8) - not working on GL build? no touch?
* Input controls need fully updating for menus along with keys
* Only WinGL and Win 8 platforms tested, will expand shortly
* Shaders need a serious look at, actually getting different results on GL and Win 8
Initial check-in of Neon Shooter Sample

* Only implemented on GL platform currently (templates exist for other platforms but have not been configured)
* Currently not working, used to function but isn't working with 3.2 Build
Merge pull request #13 from DDReaper/Spacewar_Sample_develop

Initial check-in for Spacewar sample.
Merge branch 'develop' of https://github.com/Mono-Game/MonoGame.Samples into NeonShooter_Sample_develop

Conflicts:
	ContentBuilder/ContentBuilder.csproj
	Samples-Content.sln
	Samples-WindowsGL.sln

Updated post pre-merge of the space war sample for the .sln and .csproj files
Also validated and updated NuGet package dependancies
Merge pull request #12 from DDReaper/NeonShooter_Sample_develop

Initial check-in of Neon Shooter Sample
Start on a VirtualGamePad for the Platformer2D example. Refs #10 mono/MonoGame#2461
Scale touch based on screen res so the touch controls work at multiple resolutions
Move VirtualGamePad.cs to the right place
Get the VirtualGamepad working on iPhone and disable on OUYA
Get Android working with the new touch controls too.
This should be >=
Fade the virtual controls out when they are touched. Fade them back in after 4 seconds of no touching.
Resubmit of Spacewar sample

Initial check-in for Spacewar sample.

Touch game controls implemented (tested working on Win 8) - not working on GL build? no touch?

Input controls need fully updating for menus along with keys
Only WinGL and Win 8 platforms tested, will expand shortly
Shaders need a serious look at, actually getting different results on GL and Win 8
Move VirtualGamePad.Update in to HandleInput
Merge pull request #17 from DDReaper/Spacewar_Sample_develop_take2

Initial check-in for Spacewar sample. (take 2)
Change VirtualGamePad to work on all platforms, is only visible if TouchPanelState.IsConnected, but apparently that is always true. Bug?
Add VirtualGamePad and its sprite to all of the platforms.
Fade out the virtual controls when the player moves, instead of just on touch events.
Merge pull request #15 from danzel/virtual-gamepad

Virtual Gamepad for Platformer2D
Updated NuGet packages on supported platforms to latest 3.2.2 release
Patched content for NeonShooter to build on Win 8 (#if SM4 check)
Updated Game class for WinStore changes - Exit now deprecated.