Windows 10 DPI Aware related
As requested @MrValentine , here’s my current collection so far (each are syndicated and have accompanying Annotated Videos and blog posts, just to cover all the bases:
- Darkside of MonoGame YT Channel
- Introduction to the Darkside of MonoGame YouTube channel
- MonoGame Content Project Tool walkthrough
- Monogame - Building multi-platform solutions
- Getting the most out of your assets–The MonoGame Content Pipeline
- Building apps & games for Xbox One using UWP - Build once and target many - FutureDecoded2016
- MonoGame - Engines, Frameworks & More
- Getting Started with MonoGame on Visual Studio 2015
- Getting Started with MonoGame on Visual Studio 2017
- Getting Started with MonoGame using 2D
- Getting Started with MonoGame using XML
Will try and keep this entry updated as more are added, I was aiming for 1 a month but it’s looking like every other month atm. Takes a lot of time to produce content to this level.
Feedback and comments welcome
Another thing work highlighting is the XNAGameStudio Archive on GitHub
Started once the news about the Education library shutdown was announced and all the original XNA content is held here. Slowly but surely, these are all getting converted to MonoGame with an accompanying tutorial on the Darkside of MonoGame YT channel
Also started adding article archives as well now, starting with Shawn Hargreaves XML posts and plans to also grab all of ZiggyWare’s articles before they die on the webcache
MonoGame Visual Studio Templates
WOW been a while since I have been here, unable to edit my past posts [Or forgot how to?]
CONNECTED THREAD POST:
Hexagonal Maps – Part III: Selecting A Tile\Hexagon [Technical Blog]
Hexagonal Maps – Part IV: Highlighting a Selected A Tile\Hexagon [Technical Blog]
Be sure to follow the Forum user here:
Hey ! Welcome back
After some time (how much ?) they get internally flagged as “archived” and no edit is possible. I noticed this too.
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
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
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  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!
JUMP TO 21 MINUTES
I need to buy a ONE now… It wasn’t yet in my plans…
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.
I know about the ONE, but the rest are a mystery