Thanks @craftworkgames!
Thank you for the informative reply. I will definitely keep and eye on what is being developed for Monogame.extended.
Yes, mostly. I am just making sure that there isn’t an aspect of the TiledMap parsing functionality in Monogame.extended that I wasn’t taking advantage of (that I should be). For now, I have tried using an extra Tile layer to represent static platforms. I will mostly likely use another layer for enemy placement (and use IDs of a tile set to correspond to different enemies). I have written a rough wrapper around TiledMap that reads from the appropriate Tile Layer and marks those tiles as platforms. When my characters is moving I will check that information to make sure a tile can be moved in to.
I think I would like to write the a lot of the collision detection myself. I imagine that different games will need different subtleties in their collision management. I am most interest in the camera and TiledMap implementations in Monogame.extended because they feel to my like somewhat game independant aspects of the framework - i.e. they easily could have been included in XNA if Microsoft had chosen to keep it alive.
As you can see I am very early in the development of my game, so I am spending some time planning and designing. I have seen the Platformer2D sample before, but the Monogame Platformer Editor is new to me. Thanks for the links ![]()