awesome-monogame
tiled
awesome-monogame | tiled | |
---|---|---|
9 | 154 | |
1,096 | 10,631 | |
- | 0.7% | |
0.0 | 9.0 | |
23 days ago | 1 day ago | |
C++ | ||
- | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
awesome-monogame
-
Current state of 2D game code-first frameworks?
XNA re-implementation/extended support seems like a good idea. I'll look into it some more. I also want to share this list of libraries suggested to me for MonoGame support: https://github.com/aloisdeniel/awesome-monogame
-
How easy is Monogame for a beginner coming from game engines?
I don't have anything to add to Ignatus other than a GitHub repo filled with resources that can help you out.
-
MonoGame and libGDX
awesome-monogame
-
Tutorials for Monogame?
Awesome Monogame has a nice list of tutorials
-
I spent month implementing a camera, simple ECS, Tiled map integration and rendering - just to find out all of this and more is in the Monogame.Extended
If you want to avoid duplicating work in the future (and also find some awesome libs), checkout Awesome Monogame: https://github.com/aloisdeniel/awesome-monogame.
- Are there any common practices/conventions that I should know about?
-
How to learn Monogame??
awesome-monogame/README.md at master · aloisdeniel/awesome-monogame
-
Game engine for a 2D, top down, rogue like, pixel art game?
Fair warning, base Monogame leaves a lot to you to create yourself. It's technically a framework and not an engine (difference explained here). However, there are several extensions that add specific things you might want.
-
Tired of current language but scared to switch (sunken cost fallacy evaluation)
And as for replacing libraries, I obviously don't know what you've got going on, but there are a bunch of extensions to Monogame that add all sorts of stuff. Maybe there's something in the you can use to help you?
tiled
-
How to build your interactive resume in 4 simple and 2 easy steps
When you decide on the high-level design of the resume, start building your map in Tiled. You can customise the map from the basic game you already have or build your one from scratch - just try and see what works best for you.
-
How to build maps efficiently
A more sophisticated approach may be to use something like Tiled (https://www.mapeditor.org), but it typically takes a lot of code to to parse a Tiled map, so I wouldn’t start there. The exact needs of your game will dictate the approaches you use. Starting simple means you can make good, visible progress getting your game to work. And I’m sure that plenty of real games have shipped where the levels are just text files.
-
Thirteen Potions Build Log
When I first messed with Phaser, I just used a 2D array to plop in my tiles, but that was very tedious. That's when I discovered the Tiled map editor! I was able to "paint" with my tilemap to create a map with various layers. I made a ground layer, a wall layer, an enemy layer, and a potion layer.
- Criando um jogo em Javascript em apenas 13Kb
- In Game Tilemap Editor?
-
Planning to do hex crawls (maps) which tools to use?
There is also Tiled from https://www.mapeditor.org/ as a tilemap editor.
-
I want to create a tilebase platform game what would be the best way to draw my map ? SFML C++
and for the map creation side there is plenty of software ! this one is nice and open source and free etc etc : https://www.mapeditor.org/
-
Pokemon Plum - some in-progress maps for my gen 2 hack
PolishedMap, for use in-game. But, if you're just sketching stuff out, PolishedMap doesn't have the most convenient UI, so something quick with great features like Tiled works well
-
People who play LANCER on FoundryVTT (or other VTTs), what do you do/use it terms of battle maps?
I use Tiled with this tileset I found in Pilot NET. The maps it creates are entirely form over function - no fancy art or effects unless you add them a different way - but they're very legible. Then I use Foundry's drawing tools to sketch out outlines for cover, object sizes, etc. (Here's an example of a map I made for a Train Heist combat - orange is Size 1, yellow is soft cover, purple is difficult terrain, and so on.)
-
Ideal printer to print maps, handouts, pawns and such?
If you want to add grids or hexes, you’ll need to edit the image in an image editor to add those. I’d suggest looking at TileD at https://www.mapeditor.org or something along those lines.
What are some alternatives?
awesome-maui - A collection of awesome libraries, tools, frameworks, and samples for DotNet MAUI
aseprite - Animated sprite editor & pixel art tool (Windows, macOS, Linux)
Nez - Nez is a free 2D focused framework that works with MonoGame and FNA
HyperLap2D - A powerful, platform-independent, visual editor for complex 2D worlds and scenes.
flux - A fast, lightweight tweening library for Lua
raylib - A simple and easy-to-use library to enjoy videogames programming
XNAGameStudio - The Education library from the Xbox Live Indie games repository, valuable for MonoGame Developers for advanced samples
GDevelop - :video_game: Open-source, cross-platform game engine designed to be used by everyone.
MonoGame.Extended - Extensions to make MonoGame more awesome
TiledCS - TiledCS is a dotnet library for loading Tiled tilesets and maps
game-datasets - :video_game: A curated list of awesome game datasets, and tools to artificial intelligence in games
tilemap-studio - A tilemap editor for Game Boy, Color, Advance, DS, and SNES projects. Written in C++ with FLTK.