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MonoGame: A .NET framework for making cross-platform games

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Re: MonoGame: A .NET framework for making cross-platform games

#51
post #7

If you are wondering about the capabilities, Stardew Valley was made in MonoGame. I wonder how it compares, if at all, with Godot nowadays.

MonoGame is more like a library than a game engine (a very loaded term nowadays). It's too different from Godot to make a comparison.

Yep. MonoGame is closer to RayLib than Godot.

In fact RayLib has C# bindings so worth considering these two.

Re: MonoGame: A .NET framework for making cross-platform games

#52
post #49

We used Monogame at a previous company and it's a nightmare to be productive in it. The lack of any kind of an editor makes any kind of dev a nightmare: 3d adjustments? Good luck, guess it.. UI adjustments: good luck, try it 300 times until you get it right. Switched to Unity, best choice ever.

With MonoGame you are supposed to use an editor for creating assets that you then load into the engine built by MonoGame.

Or you build your own editor using MonoGame.

MonoGame is quite different from editor-centric system like Unity and not a good fit for all teams / projects.

Re: MonoGame: A .NET framework for making cross-platform games

#53

I used Monogame back when it was a proprietary framework called XNA developed at Microsoft. You used to be able to use XNA to build Indie games for the Xbox 360, hard to believe, but this is going on 15 years ago at this point. I built two indie games and made a couple of hundred bucks back when I was in High School. It's actually what got me into programming in the first place. I'm happy to see that XNA became Monog…

Same here (minus the making any money). XNA is how I started learning graphics programming and started my interest in things like physics engines. Shawn Hargreaves had great blog posts on gamedev back then, too.

Always nostalgic for Cornflower Blue :)

Re: MonoGame: A .NET framework for making cross-platform games

#54
post #32

What would be a direct equivalent in C++?

SDL and Raylib are probably the closest C(++) analogues. Or SFML if you strictly want a library written in C++, I suppose.

And what would be an equivalent for Monogame-Extended utilities, which turns MonoGame really into a game engine (without an editor)?

Re: MonoGame: A .NET framework for making cross-platform games

#55

Earlier quoted context omitted.

Ah weird. Did a bit of searching and it looks like maybe it targeted multiple frameworks with the xna API. Including xna itself https://www.pcgamingwiki.com/wiki/Celeste https://celeste.ink/wiki/Version_history

Several games used to target Monogame for consoles but XNA for PC, and later FNA for PC. Monogame on PC used to be somewhat buggy in my hobbyist experience.

XNA was originally designed for XBox Live Arcade indie titles.

Re: MonoGame: A .NET framework for making cross-platform games

#56
post #54

Earlier quoted context omitted.

SDL and Raylib are probably the closest C(++) analogues. Or SFML if you strictly want a library written in C++, I suppose.

And what would be an equivalent for Monogame-Extended utilities, which turns MonoGame really into a game engine (without an editor)?

DirectX TK, Microsoft's replacement to XNA, naturally it only does Windows and XBox.

Re: MonoGame: A .NET framework for making cross-platform games

#59

Earlier quoted context omitted.

Are you going writing your own programming language as well? Can we call it Tolkien? Because you're making a game like J.R.R. Tolkien wrote books, and there's a reason nobody writes books the way he wrote his. Writing your own engine is great if you want to learn how to write a game engine. Knowing how to make a game engine can be helpful when making a game, but it's not necessary to make a game. Further, if you want…

It sounds like you don't like programming. I am in the process of writing my own language/IDE/compiler on the side of making games, and have already written a dialect of C# with a compiler that transpiles it to legal C# for use in the meantime. I would, in fact, love to write my own OS if not for the fact that proprietary hardware vendors make it virtually impossible for anybody to create a new OS that runs on consum…

It sounds like you're talking about making an equivalent of Super Mario from the 80s, but modern games are in fact much more complex.

And no, just because people in the 80s enjoyed Super Mario doesn't mean it's the pinnacle of game design, and that there's no need to create anything more complex.

> It took less than a month of work for me to get a polished cross-platform system working on five platforms.

You simply don't know where the bugs and performance pitfalls are because you haven't encountered them, yet. That is especially true regarding consoles with their custom hardware and mobile devices with their abundance of cheap, often not well engineered hardware and sketchy drivers.

Re: MonoGame: A .NET framework for making cross-platform games

#60
post #26

Earlier quoted context omitted.

Are you going writing your own programming language as well? Can we call it Tolkien? Because you're making a game like J.R.R. Tolkien wrote books, and there's a reason nobody writes books the way he wrote his. Writing your own engine is great if you want to learn how to write a game engine. Knowing how to make a game engine can be helpful when making a game, but it's not necessary to make a game. Further, if you want…

One person wrote books like JRR Tolkien. His name was JRR Tolkien, and those books are widely celebrated by millions of people as classics. I don’t have any issue with people using an engine like Godot or Unity or RPG Maker or Unreal or anything else, but I do think that there can be value in “owning the entire stack” of a project, even if that means “reinventing the wheel”. When I do a project involving HTTP, I coul…

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