Showing posts with label MonoGame. Show all posts
Showing posts with label MonoGame. Show all posts

Tuesday, November 24, 2020

Third 3D Tile Engine Tutorial

I have published the third tutorial in my 3D Tile Engine tutorial series. This tutorials moves to using vertex and index buffers to dramatically increase performance. You can find the tutorial on the MonoGame Tutorials page of the site. You can also use this direct link to the tutorial.

I will be working on another tutorial over the next few days. It will likely be Eyes of the Dragon or Dragon's Claw but I have a few other ideas bouncing around in my brain. Stay tuned for more tutorials!

Wednesday, November 11, 2020

3D Tile Engine and More

 I have posted the second tutorial in my 3D tile engine tutorial. This tutorial moves everything to a library and adds a customer shader instead of using a basic effect. I also update the tile set so that it is a power of two so it can be loaded onto the graphics card. You can find the tutorial on the MonoGame Tutorials page of the web site or use this direct link.

I'm also working on the third tutorial in my web programming series Dragon's Claw. I hope to have it finished tonight or tomorrow. Keep checking back for more details.

Friday, November 6, 2020

Silver Prophet Update

 I've been doing some work on Silver Prophet. It is going slow because it is more content creation than programming. I swapped the base tileset I was using for another that  matches my sprites better. I haven't update the interiors to match the exterior yet. I'm still using a tileset that I found on https://opengameart.org. I've found it by a couple different creators so I'm unsure who to credit. I've posted a quick video of the work so far.



Thursday, November 5, 2020

Weekly Game Jam 173 Finished

 Weekly Game Jam 173 is officially over. I was able to submit a working game with most of my desired game play elements in play. I ran out of steam yesterday though and coasted to the finish line. My entry is called Dungeon Delver and is a Rogue-like dungeon crawl. You can find the demo on my itch.io profile. 

https://cynammon.itch.io/dungeondelver

Tuesday, November 3, 2020

Weekly Game Jam 173 Update

 I did post, or I tried to, last night but it appears my post was lost in cyber space. I've made some good progress in the game. I have food and loot working. I'm currently working on field of view for the play and enemies. I'm struggling with this for some reason. I can't come up with an algorithm that I like. Everything feels clunky and is very computationally expensive. It's fine for the player but having 100 enemies really sucks the life out of the game.


Monday, November 2, 2020

Weekly Game Jam 173 Update

 I didn't get as much accomplished this evening as I would have liked. Still, I did make progress and I'm optimistic I can make the 1:00pm deadline on Thursday, or at least be able to submit a working prototype. I was working on loot and equipping loot. I got the loot loaded onto the map, the player can pick up loot but they can't use it yet. Also, I got the source rectangles in the sprite sheet mixed up. Most items are a row off. That is easily fixed though. I also added floating text with damage received/dealt with a health bar and food bar for the player. As promised a video of my progress so far.



Weekly Game Jam 173 update

I've been working on my Weekly Game Jam 173 entry. It's going well. I have secret doors working and I have combat working. The player also heals over time in between combats while moving. There is a chance that attacks miss. I haven't implemented critical hits but it is on my planned features.

What I am working on now:

  • loot
  • equipping loot
  • food
  • field of view
  • sound/music
  • save/load
  • persistent high score list

I will post another update and video later on today.

Sunday, November 1, 2020

Weekly Game Jam 173 Update

I didn't have near the time that I wanted this weekend to work on this. I have managed to get my map working in MonoGame, doors working and enemies spawning. I plan on starting spawning secret doors and combating enemies tomorrow. I'm hoping that I can manage to pull that off tomorrow and implement line of sight rather than revealing the whole map.

I'm using some static assets to try and go with the old Rogue feel from the original game that I found on Open Game Art. They're not perfect but the point is game play not polished perfection. I might finished the game at some point and then I will be pickier about the assets. As promised here is a short video of my progress so far.


 


Friday, October 30, 2020

Weeklly Game Jam 173 - Secret Door

There is another weekly game jam that started today with a theme I can totally get behind, Secret Door. So, I'm doing a Rogue-like with secret doors. Hopefully I come up with some original game ideas over the next few days. 

I don't have a map rendering in MonoGame yet but I have a map being created. I just need to convert it to a tile map and all will be good. I should have that up and running tonight, tomorrow for sure. I will post a video tomorrow of my progress. If had something visual I would tonight.

Thursday, October 29, 2020

Second Collision Detection Tutorial Is Live

I have just published the second tutorial in my collision detection mini-series aimed at beginners. This tutorial covers doing collision detection with multiple bounding boxes and with bounding circles. You can find the tutorials on the MonoGame Tutorials page of the site. You can also use this direct link.

Wednesday, October 28, 2020

Beginner Collision Detect Tutorial

I have added a general tutorial on collision detection in MonoGame. It starts with the basics of testing for bounding box collision detection. It then moves to pixel based collision detection followed by collision detection of rotated objects. I will be doing another tutorial that covers alternate collision detection like multiple bounding boxes, bounding circles and a full explanation of per pixel collision detection on rotated animated sprites. You can find the link to the tutorial on the MonoGame Tutorials page of the site or you can use this direct link.

Saturday, October 24, 2020

Space Raptor Tutorial 2 Is Live

Sorry for not posting yesterday. I was not feeling well and didn't feel up to working on the computer. Today has been a better day though. I was able to work on programming and writing.

I have published the second tutorial in the Space Raptor mini-series to my site. This tutorial covers enemies firing bullets, explosions when the player or an enemy explode and pixel perfect collision detection between objects. You can find the tutorial on the MonoGame Tutorials page of the site or you can use this direct link.

Thursday, October 22, 2020

Space Raptor Tutorial One

 I have just published the first tutorial in my new MonoGame mini tutorial series Space Raptor. Space Raptor is a shoot 'em up or shmup that takes place in space. The object is to navigate through a sea of enemies and eventually defeat the final boss. This tutorial covers setting up the projects and adding in some basic components. It then moves to firing bullets and collision detection. You can find the tutorial on the MonoGame Tutorials page of my web site.

Tuesday, October 20, 2020

Eyes of the Dragon Tutorial 6 is Live

I have published tutorial 6 in my Eyes of the Dragon tutorial series that is built using MonoGame. This tutorial starts building the game editor. The editor is unfortunately not cross platform and uses Windows Forms and DirectX. You can find the tutorial on the Eyes of the Dragon page of the site or you can use this direct link.