MonoGame is free software used by game developers to create games for many different platforms. It is almost a Write Once, Play Anywhere!

Unfortunately, the content processing pipeline is not yet available for all platforms or even the later versions of Visual Studio. Here I will show you a way to build the content for any version of Windows, without Visual Studio.

Platforms

Currently supported platforms for MonoGame:

Monogame Visual Studio 17 For Mac Os

  • iOS (including Retina displays)
  • Android
  • Windows (OpenGL & DirectX)
  • Mac OS X
  • Linux
  • Windows Store Apps (for Windows 8 and Windows RT)
  • Windows Phone 8
  • PlayStation Mobile (currently 2D only)
  • OUYA, an Android-based gaming console

Currently Supported platforms for XNA:

Tips, Tricks and hints for getting setup and running with MonoGame using Visual Studio 2017.Slides: Post: http://bit.ly/gettingstar. Oct 19, 2020 MonoGame offers comprehensive APIs for game development and an asset management tool. MonoGame just got updates to version 3.8 where it uses.NET Core 3.1 and NuGet, with a plan to upgrade to.NET 5. MonoGame is so flexible other game engines use it as a base, for example FlatRedBall. Many indie developers use MonoGame for all their cross. MonoGame 3.8 is now available for all! Porting from XNA Game Studio Express to MonoGame. Spritefonts won't build on Mac OS X for Desktop GL. Godot, LOVE, and Orx are probably your best bets out of the 18 options considered. 'Free, open source and cross-platform' is the primary reason people pick Godot over the competition. This page is powered by a knowledgeable community that helps you make an informed decision.

  • Windows Phone 7
  • Xbox 360
  • Microsoft Windows

Support for Xbox One is currently under way with both Microsoft and the MonoGame teams. Sketchup for mac os sierra. Microsoft is adding .NET support to the Xbox One and the MonoGame team is adding Xbox One support to MonoGame.

Monogame Visual Studio 2019

Studio

Content Processors

When creating games using MonoGame, there are 2 main parts to any game: the Content and the Code. The content is usually the textures, sounds and fonts in the game. The code is what you write, the logic.

At the current time MonoGame does not have its own content processors, so we will make use of the original XNA build tools. The MonoGame team is working on their tools, but it is not yet complete.

In order to process the content, we need two things: the processor tools and some sort of UI.

Installing the Content Pipeline

We will start off by setting up our content tools before we actually do anything. First we need the assemblies that come with XNA Game Studio. This is the toolset used for building the content that will appear in our game. The actual studio does not install on without Visual Studio 2010, so we have to cheat a bit.

First of all, we need to download XNA Game Studio 4.0 Refresh from Microsoft’s Download Center. Once this is complete, we will load the framework installers out of the studio setup file:

  1. Using 7-zip (or any other compression tool), open the newly downloaded XNAGS40_setup.exe.
  2. Inside the installer, there should be a redists.msi file, open it using “Open Inside” as we don’t want it to start installing.
  3. Extract the files named SharedFilesInstaller_File, XNAFXRedist40Setup_File and XNAPlatformToolsInstaller_File into a directory.
  4. Rename the three extracted files by adding a .msi extension in Windows Explorer, this “turns” them into installers.
  5. Install each of them one at a time.

Once this is done, we would have installed all the build tools required to package the content.

Installing the Interface

Next, we need to install the XNA Content Compiler. This allows the building of the content packages when not using Visual Studio 2010.

You can do this by downloading the XNA 4.0 Content Compiler source code from my fork. I have added some extra features that allow for more advanced content processing, such as, Compression and MipMap generation.

Once you have this, you should be able to open the solution in Visual Studio and build the application. Currently the compiler can only be used on Windows as the tooling is only available on Windows.

The application does compile + runs fine, but I can’t guarantee that everything is feature complete. I still have to evaluate the boundaries.

Linux

Visual
  • Install Visual Studio Code
    • Navigate to Extensions and install
      • OmniSharp
      • Mono Debug
      • NuGet Package Manager (not required, but simplifies to process)

Create a new project by typing following command in the Visual Studio Code Terminal: “dotnet new console”. Open the “.csproj” and paste in following XML.

The NuGet Package Manager plugin should automatically download all the required dependencies. Generate a new launch configuration: Debug -> Add Configuration. Open the launch.config in the .vscode folder and paste following snippet.

“program” refers to the compiled library. In my case, I have following project structure.

  • .vscode
  • ToDo
    • bin
      • Debug
        • ….

Add a new build configuration: Terminal -> Configure Tasks. Open the generated tasks.json in the .vscode folder and paste in following snippet

Here you go. You are ready to build and run. Have fun.

Windows

An example of windows can be found here. (Source: Andrew King)

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