Monogame Visual Studio 17 For Mac
MonoGame is free software used by game developers to create games for many different platforms. /a-pdf-deskew-keygen-free.html. It is almost a Write Once, Play Anywhere! /lucky-patcher-v6-51-for-android-download.html.
Aug 17 2 min read. There are those who either do not like or prefer not to use big heavy-hitting coding IDE’s, prefer the raw metal of cutting their teeth on code using nothing but their wits. MonoGame 3.8.0.1641. Released August 10th, 2020. You can also find the latest release on NuGet. If you are looking for old releases you can find them on our community.
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:
- 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: Bouncing balls free download for android.
- Windows Phone 7
- Xbox 360
- Microsoft Windows
Support for Xbox One is currently under way with both Microsoft and the MonoGame teams. Microsoft is adding .NET support to the Xbox One and the MonoGame team is adding Xbox One support to MonoGame.
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.
Monogame Visual Studio 17 For Mac Os
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:
Monogame Visual Studio 17 For Mac 64-bit
- Using 7-zip (or any other compression tool), open the newly downloaded
XNAGS40_setup.exe
. - Inside the installer, there should be a
redists.msi
file, open it using “Open Inside” as we don’t want it to start installing. - Extract the files named
SharedFilesInstaller_File
,XNAFXRedist40Setup_File
andXNAPlatformToolsInstaller_File
into a directory. - Rename the three extracted files by adding a
.msi
extension 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.
Monogame Visual Studio 17 For Mac Osx
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.
This guide will walk you through building a starter game with MonoGame using a Mac and Visual Studio for Mac.
Start Visual Studio for Mac and select New on the right side.
Now you should see a 'New Project' dialog pop up. From here, select the MonoGame > App category, then select MonoGame Cross Platform Desktop Project and click Next.

On the following dialog, type in a name for your project. For this tutorial, Pong will be used (note: project names cannot contain spaces). After you've entered the name, click on the Browse button next to the Location text field and choose the folder you want to save the project in. Finally, click Create to create a new project.
If everything went correctly, you should see a project named Pong open up like in the picture below. To run your game, simply press the big Play Button in the upper left corner, or press F5.
You should now see your game window running.
Next up:Understanding the Code