Getting Your XNA Content Pipeline into your MonoGame Project
I wanted to test the waters of MonoGame, so I followed Bob Familiar’s steps on getting MonoGame up and running on Windows 8. The trickiest part of the whole process is MonoGame doesn’t currently support the ContentPipeline project type. Therefore, you need to jump over to XNA Game Studio 4.0 in Visual Studio 2010 to compile your content pipeline into a .XNB file and than import that file into your MonoGame project. (Note: you can get the XNA Game Studio 4.0 by installing the Windows Phone 7 SDK and Tools). Part 3 of Bob’s series outlines the steps to create your content pipeline file (.XNB) and import it into your MonoGame project.
For me, it looks like the MonoGame.Framework.Windows8 project must have been updated since Bob’s post as I had to modify the steps slightly. Instead of copying the .XNB file into the MonoGame’s \bin path, place the .XNB into a folder called ‘Content’ in your project.
1.) Create a folder called ‘Content’ in your MonoGame Project.
2.) Right-click on ‘Content’ folder and select Add | Existing Item.
3.) Browse to the location of your compiled .XNB file (ie. $(ProjectPath)\bin\x86\Debug\Content) and add the .XNB file to your Content folder.
4.) In the Solution Explorer, select the .XNB file and set the File Properties to: Build Action = Content, Copy to Output Directory = Copy Always
After this simple step, everything is humming along nicely in MonoGame. Now its time to take my XNA skills and create some games to sell in the Windows 8 Store!

Dave Bost is a Technical Evangelist for Microsoft and co-host of the Thirsty Developer Podcast.
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