Monofoxe

@gn.fur

Ok, with the very latest dev build I can confirm NoPipeline cleans up after itself, and the MonoGame installer does kick off and install properly and allows for seperate uninstallation. All good there.

Except then resource building will not work. : - )

Are you sure? Check out this NuGet package:

You’ll notice it contains a MonoGame.Content.Builder.targets
It also contains MGCB.exe under the build\MGCB\build along with all the files that typically get installed with the local installer.

I have cloud builds going on, right now, that use this. I don’t check in any xnb files to my source control because I don’t need to - the cloud build kicks off MGCB.exe and builds everything.

@craftworkgames provided a good tutorial that, with dotnet new, you can generate a template, build, and run it. You can absolutely take this initial template, add a .png and reference it in the .mgcb file and it will absolutely build it and it will be loadable in the program. I just did this again, without MonoGame installed locally, to verify the whole thing.
The only issue you have is that you don’t have the nice MonoGame Pipeline UI Tool installed, but my point is you don’t need to run the local installer to build the assets and use them.
Here is the tutorial link: http://www.monogameextended.net/posts/getting-started-with-monogame-extended

I’m looking forward to digging into the Monofoxe solutions and appreciate the back and forth on all of this. Forces me to look much deeper into MSBuild and the flow around these tools!