This is the MonoGame 3.3 release. It is a culmination of over 3,000 commits from dozens of developers over the last 11 months. MonoGame 3.3 for VisualStudio MonoGame 3.3 Binaries for Mac MonoGame 3.3 Pipeline GUI Tool Package for Mac MonoGame 3.3 On GitHub We still lack easy to use installers for Mac and LinuxâŚ
I just downloaded MG 3.3 and tried creating a new MG content project, only to find that there was no such project template in Visual Studio. Is this change on purpose?
It is. Create a new game template and there is now a content.mgcb file in the project. Double click that to launch the Pipeline tool for editing the content in your game project.
I have some error with trying to build the project:
âThis version of C:\Program Files\MSBuild\MonoGame\v3.0\Tools\MGCB.exe is not compatible with the version of Windows youâre running. Check your computerâs system information to see whether you need a x86 (32-bit) or x64 (64-bit) version of the program, and then contact the software publisher.â
op: Win7 SP1 32 bit. and Visual Studio 2013 Express. So i canât use the monogame 3.3 on this op. version? Because i can running the file in manually. Or did i could somehow skip the file to the project? I load the content files manually as they used to.
The content pipeline is built to work with 64-bit Windows only. It allows much larger assets to be processed, and managing 32- and 64-bit versions of the several unmanaged libraries used by the content pipeline is not feasible given the increasingly smaller marketshare of 32-bit Windows systems (~10% in the latest Steam hardware survey).
But he got busy and hasnât been able to get into it again. If someone wants to jump in and contribute work towards getting the JSIL path working that would be fantastic.
Thank you very much for all your work and dedication (all of you contributors), it is thanks to you that i continue my job as a game programmer and that i love doing so.
Just tried out the pipeline tool. It is a great tool no doubt about that! One issue I noticed though is the lack of support to custom content processors (e.g. Localized Font Processor for localization). Also the output folder canât be separated per platform, making it a little be awkward to build multi-platform content.
Custom processors totally work. If you watch our presentation tomorrow I cover exactly that topic:
We have plans add support for multi-platform content files in a future update to the tool.
In XNA multiplatform content just meant âbuild the same content with the same settings for windows, windows phone, and x360â.
In MonoGame we plan to allow for per-platform and per-config sections within a single content project. This means you could have content files that only get processed on some platforms. You could also alter settings (like output folders) for each platform or config. Like if you had a âDEMOâ config it could instead build a different game logo to identify the game as a demo build.
We have what we need to make this happen within the core features of the content project format. See the preprocessor section of the MGCB docs (http://www.monogame.net/documentation/?page=MGCB). In theory you could hand craft a multiplatform content project manually right now.
The hard part is fixing the Pipeline Tool UI to make it easy to work with multiple platforms like this. We have some ideas, but not the time yet to implement them.
Can someone please please implement SaveAsJpeg for Windows? Itâs now implemented for Android, but what about Windows, it was something I need for a project Iâm porting over from XNA.
Implemented Texture2D SaveAsPng and SaveAsJpeg for Android.