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.
Currently supported platforms for MonoGame:
- iOS (including Retina displays)
- Windows (OpenGL & DirectX)
- Mac OS X
- 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:
- Windows Phone 7
- Xbox 360
- Microsoft Windows
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:
- Using 7-zip (or any other compression tool), open the newly downloaded
- Inside the installer, there should be a
redists.msifile, open it using “Open Inside” as we don’t want it to start installing.
- Extract the files named
XNAPlatformToolsInstaller_Fileinto a directory.
- Rename the three extracted files by adding a
.msiextension in Windows Explorer, this “turns” them into installers.
- 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.