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Mr Dino

@mrdino

Dad, husband, software designer, game developer and stuff.

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23.10.2023
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Latest posts by Mr Dino @mrdino

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Creating the illusion of perspective and recycling sprites is the hardest part. Dungeon master was ahead of his time.

13.01.2026 20:09 ๐Ÿ‘ 7 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
MonoGame logo

MonoGame logo

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The engine I use & the Game I'm making

#indiedev #indiegame #gamedev #monogame

31.12.2025 16:16 ๐Ÿ‘ 14 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Incredibly accurate, stylized and cool representation of this tool-little-known infantry unit.

30.12.2025 19:02 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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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.

23.12.2025 09:16 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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22.12.2025 20:52 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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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.

22.12.2025 20:39 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

J'ai vรฉcu un rachat il y a deux ans.
Force ร  vous.

18.12.2025 18:25 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Daaaaaaamn !

18.12.2025 16:39 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

John Coffey

14.12.2025 15:42 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
A 2D old school racing game

A 2D old school racing game

05.12.2025 18:10 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

ISO
METRIC
TILE
SETS

Could this be for real ?

04.12.2025 17:56 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

And I managed to push on itch.io directly from github. Nothing is public for the moment.

04.12.2025 17:53 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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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!

04.12.2025 17:51 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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.

04.12.2025 17:47 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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.

23.11.2025 19:37 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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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.

23.11.2025 19:32 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

For who ?

19.11.2025 19:32 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Faut bien commencer quelque part ! :)

11.11.2025 20:33 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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 !

11.11.2025 20:09 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Breakout game

Breakout game

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.

11.11.2025 20:02 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Here's my new personnal challenge after Pong : Breakout !
Same situation, 1 week max, no polishing but still improving and expanding the library.

11.11.2025 16:39 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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.

09.11.2025 16:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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.

09.11.2025 16:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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.

09.11.2025 16:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Pong clone

Pong clone

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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?

09.11.2025 16:10 ๐Ÿ‘ 3 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Final lap ! Go for it !

05.11.2025 20:02 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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;)

27.10.2025 14:04 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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!

27.10.2025 12:25 ๐Ÿ‘ 9 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1

Mk VI : Corvus

07.10.2025 19:03 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Cherche une vidรฉo d'unboxing ! :)

15.06.2025 09:18 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0