🔗 Useful MonoGame Related Links U-MG-RL

Roughly 2 months yeah…

Hi @Alkher Thank you, Hope all is well with you, my life is improving now and currently in the middle of redecorating but starting to read up on MonoGame again [at this time still roughly 150 new posts to conquer, read 60~ earlier today, thinking to do 10 a day for the coming weeks… I do read every thread now, since early this year actually…]

Aiming to complete my web development studies and then get back into MonoGame and thinking…:

… Well I started playing SpeedRunners recently for about three months now and I like something they have on their home page/screen in-game… the various news feeds and the live Twitch.TV feeds list [they open your browser to the streamers page]

I am thinking to create a simple web app service which other MonoGame [New and Experienced] developers can implement into their projects and if I can get the help, get it on NUGet as well, it will be free from me, however I do have plans to create more advanced services as well, such as online synchronisation data storage - say game saves for instance - and such… probably won’t even charge a lot for those either, maybe ~£10/~$10 per licence per game project just to generate some income… something I am at a dead stop with at the moment… yay life :stuck_out_tongue:

Thinking about it, I could look into game level synchronisation services too, you know like DLC files such as the community workshop content in SpeedRunners… [I don’t know, won’t my service need to use the xnb thing to shift data etc.?.. need to look at the pipeline stuff again, hey an online service to process xnb’s and distribute them?] my aim with the idea is to create services which end developers can add to enhance their projects, without having to reinvent the wheel and then they can host the services themselves however they like [Well it will all be built on .NET 4.5+ so anywhere they can host the full package will run them]

The possibilities are endless and I wish to stray away from becoming a central hub service as that never does well for the gamers in the long run… Like all a developer needs to do it make the game not dependent on the service [optional services] and their games continue to work and function regardless of the services… or if they discontinue support for a game etc. then the gamers still have something worth playing… same goes for online network play, I plan to create a library that is P2P driven and server driven… still need to research that aspect…

Hmm, sounds like an open platform steamworks lol

Stay Tuned :slight_smile:


HMM… I wonder if any beginners ever find this thread?

Cyclone Game Engine Development

Some useful tidbits and more

I might as well put in a link to some of my own stuff for reference here.

So this is mostly concept demos, examples, random tests and stuff i have linked to before.


Anyways i made my own little rough draft example of a collision grid. It’s not that great but it is a rough draft.



Found this gem:

XNA Game Studio

A handy link for users developing for UWP wishing to utilise the simulator and having issues getting it to work:

Side Note: Intel SGX is a form of Trusted Execution so disable it if you have that instead. disabling this allowed me to run the simulator.


The simulator is handy for many reasons, including creating Store screengrabs and playing with Location and rotation functionality and more…


Side Note 2: A little confusing but to close the simulator properly, you have to sign out of it… this makes me feel weird, but I just hit ALT+F4 and click OK to sign out and it closes properly ready for another smooth redeployment later on, otherwise it just gets all buggy…


Started getting BSODs omg not seen those for like almost a decade and will probably just I don’t know… keep the Simulator for a rainy day I guess… as it crashes my system… badly… very disappointing really… used to work so well before…


RE-ENABLED VT-d, will need to disable it to run the simulator… SGX is disabled as I nor you will probably never use it…


I should probably point out that the Simulator and Mobile Emulators are entirely different things, the Simulator uses your actual system whereas the Emulator is a Virtual Machine, so the Mobile Emulator works regardless of the features above… So logically thinking: the features that need to be disabled; these features isolate your system from a virtualised one, thus the Simulator will not function at all as it cannot access the host system.

Texture Data, useful for all:

Would this be useful for those developing for XBOX?

Developer code samples


Setting up Visual Studio [2017] properly:



[MonoGame is now mentioned!]

Thomas Happ from Axiom Verge

Axiom Verge is an indie Metroidvania video game created by Thomas Happ…written on his own in nights and weekends! Written in C# and Monogame, Axiom Verge is now on PlayStation 4, Windows, OS X, Linux, Vita, Wii U, Xbox One, and Nintendo Switch! Scott talks to Thomas about how one starts a herculean effort like this…and succeeds!


I need to buy a ONE now… It wasn’t yet in my plans…

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A Switch? EDIT Oh, read it today after waking up lol

Hmm I have access to one, is it a retail unit that can be used for development?

I thought you had to use a dev model?

For the xbox360 you had 2 options: xbox creators (somewhat limited to games on the xboxlive only)
or subscribe to a dev version of the 360, with boosted hardware. You had to give it back at the end of your subscription if I remember well.

On the ONE, every console is a potential developement device, you have to switch to dev mode which erases everything on the console when entering or exiting this mode.

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I know about the ONE, but the rest are a mystery :stuck_out_tongue:


Found via:

Riemers is a good series of tutorials.

I had about 20 of those tutorials i converted to reach all in one project.

A long while back i tried to convert them over for monogame but i couldn’t get the shaders to work right.

I learned how to do water from that tutorial even altered it to make the water reflections blend with transparency.

I never did finish it i didn’t make the transparent parts undergo refraction. I realized i should of also made the transparency fall off with distance as well as reflection, as diffusion and refraction increased.

still pretty cool.


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Shaders is still far off for me right now…

Will probably need a lot of help with it :stuck_out_tongue:

XNA Resources

Developing games


Windows 10 SDK (26624) and Microsoft Emulator for Windows 10 mobile
Note: Due to a versioning issue this release was previously referred to as (10240).
Start building Universal Windows apps and desktop apps for Windows 10 with this SDK. Released July 2015. (Version 10.0.26624.0)
Install SDK: [download link]




I hope this is helpful for everyone…

I wonder if the original owner still has the original content and I can host it up for simple viewing… or if they can put it on GitHub or something…