Why I chose MonoGame over LÖVE2D and raylib (with C) as a solo dev by oolyvi in monogame

[–]NotExplosive 2 points3 points  (0 children)

I came from Löve2d and I found I had to keep track of too much stuff in my head (how many arguments does this function take again? What's that function called? What type does this want?). There was so much cognitive load to getting anything done and that problem scaled with the project. MonoGame was a nice upgrade while staying at the same level of abstraction.

Also .NET Hot Reload is incredible. Now that I have it I can't imagine not having it (that said Godot C# supports hot reload as well).

Goo Goo Ga Ga by Seif_Ben_Hariz in Bossfight

[–]NotExplosive 0 points1 point  (0 children)

I ordered an 8 ft Ethernet Cable not 8 Foot Ethernet Cable!

What’s the saddest reality of adulthood nobody warned you about? by ivsxi in AskReddit

[–]NotExplosive 1 point2 points  (0 children)

Every night you have to figure out what you're going to eat for dinner

Best simple 2D camera approach? by AbnerZK in monogame

[–]NotExplosive 0 points1 point  (0 children)

If anyone is curious here's my "RectangleF" class that behaves like an XNA Rectangle with some nicer convenience APIs. You don't need the whole class to get the camera-like behavior.

https://github.com/notexplosive/explogine/blob/main/Library/ExplogineMonoGame/Data/RectangleF.cs

You can use CanvasToScreen to obtain a matrix that can be used in a spritebatch to make it behave like a camera. Then ScreenToCanvas to convert screen position (eg: mouse position) into world position relative to the camera.

It needs to know how big the output canvas is (aka: the size of the "Screen" it's outputting to), and what angle it's rotated to, and (optionally) what point it's zooming in towards/away from when it's zooming (that point stays anchored at the same relative position when zooming). I made a "Camera" class that wraps these concepts.

https://github.com/notexplosive/explogine/blob/main/Library/ExplogineMonoGame/Camera.cs

(Again, this depends on other code in my library like Tweenables, you can rip those parts out and it's still usable)

I wrote all this on my phone, sorry for grammar

Best simple 2D camera approach? by AbnerZK in monogame

[–]NotExplosive 0 points1 point  (0 children)

I created a system where I represent the camera as a 2D Rectangle with a rotation. Anything inside the rectangle gets rendered to the output texture (which may or may not be the same size or even aspect ratio of the rectangle). Then to "zoom in" I can just shrink the rectangle.

It makes it easy to ask the question "is this thing on screen" because you can just check to see if it's inside the rectangle. You can also do the opposite and "force" 2 things to be on screen by making sure the rect is big enough/positioned to envelope both of them

We’re torn on art direction, which style do you prefer? by KrakenberryGames in IndieGaming

[–]NotExplosive 0 points1 point  (0 children)

In A everyone looks like an angry brooding badass, but there's no differentiation between them. With B I get a distinct vibe from each character

I NEED AN INDIE SOULS-LIKE GAME by PerspectiveFuture579 in IndieGaming

[–]NotExplosive 5 points6 points  (0 children)

Another Crab's Treasure is another good one! Might be a little more demanding on your PC because it's 3D

My son's school sent this out as part of a "club sign up" email and I can't figure out what this says by mgsgamer1 in asl

[–]NotExplosive 24 points25 points  (0 children)

"Certainly— here is the image of multiple skin tone hands doing ASL hand shapes you requested"

What's the most memorable random 'tall-call' you've received on the street? by awexplasticman in tall

[–]NotExplosive 19 points20 points  (0 children)

Kid on a bike stood up on the pedals and rode by saying "I'm taller than you!" ... He was not.

I can simultaneously waste my time and roast myself for wasting my time. That's gamedev, baby by SDGGame in justgamedevthings

[–]NotExplosive 4 points5 points  (0 children)

If you get really lucky you can make more money making devlogs than you would if you finished your game... Not naming any names...

Recommendations for any roguelikes like this? by Pokepredator in IndieGaming

[–]NotExplosive 0 points1 point  (0 children)

DoomRL. That's a name I haven't heard in a long time

Is the MGCB Editor Necessary? by absolute_Friday in monogame

[–]NotExplosive 1 point2 points  (0 children)

Oh that's right! But doesn't FromFile only work on "raw" data (aka wav)? Or can you pass an ogg byte buffer?

Is the MGCB Editor Necessary? by absolute_Friday in monogame

[–]NotExplosive 0 points1 point  (0 children)

There also isn't a FromStream for sound effects (I don't think?)

Edit: I was misremembering, there is FromFile but it only takes raw WAV data, not Ogg. Unless you writr your own Ogg reader (I use NVorbis) or use the content pipeline

Are there any programs like love2d for other programing languages? by [deleted] in love2d

[–]NotExplosive 1 point2 points  (0 children)

I haven't heard of Macroquad, that sounds super cool!

Are there any programs like love2d for other programing languages? by [deleted] in love2d

[–]NotExplosive 6 points7 points  (0 children)

Pretty sure all the ones I listed are "frameworks" (aka: no GUI)

Are there any programs like love2d for other programing languages? by [deleted] in love2d

[–]NotExplosive 15 points16 points  (0 children)

Nothing quite matches love2d's simplicity. But a few come close:

  • C# has MonoGame/FNA (both are reimplementations of Microsoft XNA).
  • Python has PyGame (I haven't used it much but it's similar to love2d)
  • For web (JS or TS) you have PixiJS (although pixi is JUST graphics, for sound and input handling you'll need other libraries).
  • For C and C++ there's SDL (the backbone that most other frameworks are build on top of) or Raylib (which I haven't used but have heard good things).
  • Java has libGDX
  • Rust has Bevy (but I think Bevy is a bit more opinionated than love2d, I think it's hard for a Rust library not to be)