content pipeline

Getting started with MonoGame using XML

For some time now I have been asked if I would do a session on the “Darkside of MonoGame” about using XML with MonoGame and the Content Pipeline, for a while I put it off as I had my own schedule and agenda with the channel. Eventually I got worn down and I have succumbed to the demands of my viewers (it can happen Open-mouthed smile)

The video for this post can be found here if you prefer video:

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Getting the most out of your assets - The MonoGame Content Pipeline

Image result for content

Working with assets with projects and games is hard enough these days, from finding the right artist, tweaking and reviewing the content and then faced with the trouble of how best to import and manage it in your game. The problem is the same no matter which game engine or framework you turn to for your game production.

With MonoGame, thanks to its XNA heritage, we have a powerful content driven engine that is about as flexible as you can be without breaking something. At its core it offers:

MonoGame Content Project tool walkthrough

To accompany the video project for the Content Project/pipeline tool, this blog post will also show you all the features of the MGCB tool, along with a few tips and tricks.

The video for this post can be found here if you prefer video:

This and more content can be found on my dedicated MonoGame channel here: http://bit.ly/darksideofmonogame

Content projects with XNA –> MonoGame

In the XNA days, to manage content we had a separate project type (The Content Project) which allowed us to store... read more