Creating the illusion of perspective and recycling sprites is the hardest part. Dungeon master was ahead of his time.
Creating the illusion of perspective and recycling sprites is the hardest part. Dungeon master was ahead of his time.
MonoGame logo
The engine I use & the Game I'm making
#indiedev #indiegame #gamedev #monogame
Incredibly accurate, stylized and cool representation of this tool-little-known infantry unit.
I need to add a wiewport for a cleaner rendering, but the DUNGEON is strong in this one!
Do you feel that 5"1/4 floppy energy ?
I would be completely incapable of doing that on a computer from the 80s. This 64-bit version requires more power than any computer hardware of that era could provide.
Newt game prototype : a dungeon. I LOVE DUNGEONS. I'm not going to remake Dungeon Master, only the fake 3D engine.
I also now havce a descent UI layout and theme management.
It's like a weekly game jam and it's 100% fun. See you in one week to see if I made progress on this one.
J'ai vรฉcu un rachat il y a deux ans.
Force ร vous.
Daaaaaaamn !
John Coffey
A 2D old school racing game
ISO
METRIC
TILE
SETS
Could this be for real ?
And I managed to push on itch.io directly from github. Nothing is public for the moment.
I initially wanted to follow up with a Pang or Bubble Bobble clone, but I finally decided to tackle Super Sprint. It has a very different gameplay style and offers the opportunity to experiment with polygon collisions.
It's very preliminary but already promising. The sensations are there!
No more than one week of work is the rule and Invaders is almost finished. It was an excellent opportunity to improve the library and test the engine. Prototyping new games has become increasingly easy.
I continue to import and optimize the Cohort engine into the library: more features, simpler code and better results.
Additional bonus: I'm starting to learn Aseprite by drawing rudimentary sprites and I'm using my graphics tablet which was gathering dust.
Here's the new game project: Space Invaders. Breakout was fairly easy, but it was a great opportunity to improve the library and simplify some mechanics. There's no collision detection or enemy destruction yet, but development is progressing well.
For who ?
Faut bien commencer quelque part ! :)
It might seem trivial after 12 years spent working on a "real" game, but I realized that I had neglected many fundamentals and that a project under development isn't ideal for experimenting. This library I'm working on will probably have caught up to the Cohort engine in a few weeks. I learn a lot !
Breakout game
Breakout game
It seems that after Pong, Breakout was easier than I expected.
As I hoped, this stage was an opportunity to improve the library. I reworked the collision detection from Pong, which could prove useful later on. I also plan to separate the handling of user input from the automatic game update logic.
Here's my new personnal challenge after Pong : Breakout !
Same situation, 1 week max, no polishing but still improving and expanding the library.
It all compiles automatically on GitHub. I plan to add support for platforms other than Windows. The icing on the cake would be a push to itch.io for every commit on the "main" branch.
Also included are game and user settings management, display setting, basic UI with skin support, particle and effects management, and graphics debugging tools. And everything is pixel-perfect, from CGA to Full HD.
However, I've made good progress on transferring and refactoring the Cohort engine into my "MrDinoLibrary": it now reads TexturePacker SpriteSheets, BitmapFonts (.fnt), and TileMaps in Tiled Mapeditor format.
Pong clone
Here's a Pong clone coded with #monogame. I spent less than three evenings on it, as it's very basic: no scoring, no victory system, no sound (for now).
Can you guess what happens after Pong?
Final lap ! Go for it !
;)
I'm finally back to gamedev with the MonoGame framework, trying to put everything I learned from Cohort into a library for future projects.
I plan to make some very simple retro game clones to test and expand my toolbox, one week max per game, no polishing.
The fun of coding is back!
Mk VI : Corvus
Cherche une vidรฉo d'unboxing ! :)