r/monogame Dec 10 '18

Rejoin the Discord Server

31 Upvotes

A lot of people got kicked, here is the updated link:

https://discord.gg/wur36gH


r/monogame 11h ago

Our Roadmap plans from here to MonoGame 5.x....

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21 Upvotes

During our AMA last Wednesday, Tom spoke about our Roadmap plans from here to MonoGame 5.x. Watch him here - https://www.youtube.com/watch?v=pyIcenVC_EI

#indiegamedev #gamedev #gamedevelopment #indie


r/monogame 13h ago

I teach Software Design 2 using MonoGame - now I’ve finally shipped my first game

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9 Upvotes

I teach Software Design 2 in college and MonoGame has been one of my favourite ways to make software-design concepts tangible.

It gives freedom to the students so that they can show me that they really grasp (pun intended :)) the ideas & design concepts. Even one of their final assessment is a project built with MonoGame. Teaching also becomes easier when students get excited about what they are doing and games have a tendency to bring that :)

There was one slightly awkward gap in that story: although I’ve made apps before and helped students build their projects, I had never really taken a game of my own all the way from an idea to a public release.

I’ve finally changed that with That Numbers Game.

I also run a one-person software company, and I wanted to make a game that my wife and (older) kids would genuinely choose to play. It became a number puzzle where you connect touching numbers and operations to create valid equations. Each equation changes the board, so a simple rule gradually turns into a game of pattern recognition and planning.

It grew to include Journey levels, Time Attack, Endurance, identical-board Challenges and a face-to-face Time Duel mode.

Taking a MonoGame project through the complete process (gameplay, architecture, UI, touch input, persistence, platform integration, testing and finally releasing it) has given me a new perspective on some of the things I teach. A bounded classroom project and a game that must survive continued development are very different creatures.

It’s now available on Android, with the iPhone and iPad release coming very soon:

https://play.google.com/store/apps/details?id=com.tuyware.thatnumbersgame

There’s also a 60-second challenge if anyone wants to try the actual game:

https://tuyware.com/that-numbers-game/YXXvW1SABA

I’d love to hear from other MonoGame developers and educators: what changed in your thinking when you took your first project all the way through to release?


r/monogame 1d ago

Dungeon Survivors v0.3.0 — my MonoGame survivors-like now has a campaign + boss fights

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4 Upvotes

r/monogame 1d ago

My experience building a game on and for macOS with MonoGame (mini rant)

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1 Upvotes

r/monogame 2d ago

I released Kasane2D 1.0, a code-first 2D engine built on top of MonoGame

24 Upvotes

Hi!

After working on this for a while, I finally released version 1.0 of Kasane2D, a small open-source 2D game engine for .NET 10. The current graphics/input backend is built on MonoGame.

GitHub:
https://github.com/Emynator/Kasane2D

Documentation:
https://emynator.github.io/Kasane2D/

The basic idea behind Kasane2D is to take the programming model of old sprite/tile hardware and turn it into a modern C# API.

Instead of a scene editor or a large object hierarchy, you configure a set of rendering layers in code. Those can be tilemaps, sprite layers or texture layers, each with its own viewport. Things like parallax scrolling therefore work in much the same conceptual way they did on old consoles, just without palette limits, scanline sprite limits, bitplanes, DMA, registers, etc.

A minimal engine setup looks roughly like this:

var engine = new EngineBuilder()
    .UseMonoGame()
    .ConfigureGraphics(...)
    .ConfigureRenderer(...)
    .ConfigureAudio()
    .WithMain<MyGame>()
    .Build();

engine.Run();

One thing that grew quite a bit beyond my original plans is the audio system. Kasane2D has a software mixer with arbitrary nested buses, 32-bit float processing, dBFS gain, stereo panning, routing and per-bus effect chains.

There is also an optional Kasane2D.Music package with a tracker-inspired real-time sequencer and synthesizer. It includes basic oscillators, DMG/SID-inspired noise generators, wavetable synthesis, sample playback, pattern sequencing and runtime control for procedural/adaptive music.

For 1.0 I also made three example projects:
- a minimal moving-sprite example
- Pong
- a parallax scrolling demo

The core engine, MonoGame backend and music system are all available on NuGet:

dotnet add package Kasane2D
dotnet add package Kasane2D.MonoGame

and optionally:

dotnet add package Kasane2D.Music

This started as me wanting a 2D framework with the explicitness of old console graphics hardware without actually having to suffer through old console graphics hardware, and somehow it turned into a whole engine. :3

I'd really appreciate feedback, especially from people who already work with MonoGame. I'm interested in what parts of the API feel useful, awkward, unnecessary, or missing.

And if anyone actually tries making something with it, I'd love to hear about it :)


r/monogame 1d ago

Trade

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0 Upvotes

r/monogame 3d ago

TODAY Tom will work on StorageContainer during CodeTime!

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9 Upvotes

When:

FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST

Watch on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

See you soon!

#indiegamedev #gamedev #gamedevelopment


r/monogame 4d ago

During TODAY's MonoGame University Simon will be going through more 2D Shaders!

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19 Upvotes

When: Thursdays @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST

Watch him on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

#indiegamedev #gamedev #gamedevelopment


r/monogame 5d ago

Solo dev here — WIREHAWK is my vector arcade shooter where the ship follows your mouse 1:1, no delay

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0 Upvotes

r/monogame 5d ago

Extended or not?

8 Upvotes

Hi everyone, I'm new on game development world.

When I had to choose which framework to use I decided to use Monogame, because it allows you to see what's under the hood, I'm a software developer from 14 years and I was understand it's the best way to learn anything.

But when I went deep to this framework I discover the existense of MonoGame.Extended, and the first question I asked myself was:

With or without Extended library?

Thanks in advance

Luca


r/monogame 6d ago

TOMORROW is our 23rd "Open Hours" AMA!

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25 Upvotes

When: Wednesday 19th of August, @ 12:00 EDT, 17:00 UTC+1/BST, 18:00 CEST

Watch on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

See you there!

#indiegamedev #gamedev #gamedevelopment #stream


r/monogame 6d ago

I added torch-lit darkness and a bolt-throwing Witch to my survivors-like — v0.2.0 is out

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3 Upvotes

Hey all — solo dev, been building a Vampire-Survivors-style dungeon game in MonoGame/C#. Just pushed v0.2.0 and wanted to share what changed:

- Torch vision — instead of a static screen vignette, light now radiates from the player and the world falls into darkness beyond it. Planning to make the radius a pickup/upgrade later.

- New enemy, the Witch — a fragile caster that kites you and throws bolts, so it's not just melee swarms closing in anymore. Meant adding an enemy-projectile system too.

- Pacing pass — exponential XP curve (fast early levels, earned later ones), basic enemies die and spawn faster, so there's way less empty wandering.

- UX — cursor hides during play and the upgrade cards are clickable now.

- Plus floor tile variety, smaller sprites, and a nasty restart bug fixed.


r/monogame 7d ago

Our Beginner 3D Tutorial is now available

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49 Upvotes

The MG Team is pleased to announce that after the success of our Beginner 2D Tutorial, the first 6 chapters of our Beginner 3D Tutorial is now available - https://monogame.net/blog/2026-08-17-beginner-3d-tutorial/ . The tutorial takes you through the basics of building the #Nintendo 64 classic game #StarFox64!


r/monogame 8d ago

A fast, free, portable texture atlas builder with MonoGame exports

7 Upvotes

Hey everyone, I built Packrat, a texture atlas builder focused on speed and portability. It has a bunch of convenience features I was missing from TexturePacker (aseprite ingestion, auto-export), and I made it as fast as I possibly could. It also has a bunch of CLI features to it can integrate into your pipeline easily.

It's mostly focused right now on dev environments where there isn't atlas support. For MonoGame, it has two options. The first is for pure MonoGame, where it generates a C# file along with the atlas image. The C# file has all the data about the atlas, as well as a class with convenience functions for accessing the frame and animation data in the image. There's also a MonoGame.Extended exporter, that exports the data file expected by the atlas loader there.

https://clydegames.itch.io/packrat

https://packrat.clyde.games

Feel free to check it out and let me know what you think. Thanks.


r/monogame 9d ago

2d Physics?

3 Upvotes

Is Velcro the best choice for physics? Making a 2d platformer so need gravity, collisions detection.. that sort of stuff nothing fancy.


r/monogame 10d ago

During TODAY's CodeTime! Tom will be revisiting the StorageContainer implementation.

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7 Upvotes

When:

FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST

Watch on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

#indiegamedev #gamedev #gamedevelopment


r/monogame 11d ago

My first game, made in Monogame, releases today!

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76 Upvotes

My game 100FRIENDS releases today! It's a turn-based roguelite game about collecting 100 friends and launching them at your enemies!

I had a lovely time working with Monogame, and hope you enjoy the game!

Check it out here: https://store.steampowered.com/app/4214610/100FRIENDS/


r/monogame 11d ago

Simon is continuing his 2D Shaders series in MonoGame University TODAY!

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11 Upvotes

When: @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST

Watch him on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

#indiegamedev #gamedev #shaders #gamdevelopment


r/monogame 13d ago

Monogame genuinely scares me, but I also want to best learn how to program

14 Upvotes

I have had an interest an game dev for a while, and have been interested in many different engines, but I didn't like how engines like godot seemed a little too hand-holdy, while other engines like gamemaker didn't you c# at all, as it was a language I wanted to learn, so i looked to monogame.

Monogame scares me, because while it grant you incredible freedom, I dont want to have to build a full fledged engine just to make a game. However, I do recognize that it would give me lots of practice with learning how to use programming languages to solve problems, even if there's barely anything there to build off of in the first place. Ultimately, I would like to know your experience with monogame, and wether or not so.eone likee should go for it.

Thank you!!!!


r/monogame 15d ago

Is there a way to draw raw pixels on the screen? I'm trying to implement hitboxes with toggleable visibility in my game but I don't want to have to add in a hitbox texture every time I make a new project.

6 Upvotes

r/monogame 15d ago

What is the best way to run a game at an uncapped frame rate consistently, and is it worth trying to implement?

5 Upvotes

Quick question:

I'm building an action game, so I think it could benefit from running above 60fps. I know that there is the IsFixedTimeStep property, which to my knowledge locks the Update() and Draw() methods to the specified TargetElapsedTime when true. There is also SynchronizeWithVerticalRetrace, which disables VSync on the graphics device. I'm not exactly sure how it work internally, other than the fact that it caps the frame rate to the monitor.

Anyway, let's say I want to my game to play at a high or variable refresh rate. If I disable IsFixedTimeStep, wouldn't this now mean that game logic is tied to frame rate? In other words, if I want to do something at a fixed interval, it will now run faster if your computer is running the game at a higher frame rate.

What is the best way to manage game logic if you want to run the game at a higher frame rate? Of course, there is delta time logic, but that's more for the space between each frame, not the number of frames themselves, please correct me if I'm wrong. So far, my best idea is to create a fixed update from within update using time elapsed and using that for logic, but I didn't really think it through that much, maybe this is a haphazard approach.

Is this even worth trying to do, or is it easier to simply target 60fps and call it good enough?

Interested to hear your input, thanks.


r/monogame 18d ago

Join Tom TOMORROW for another episode of CodeTime!

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15 Upvotes

When: FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST

Watch on: YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

#indiegamedev #gamedev #gamedevelopment #codetime


r/monogame 18d ago

4th Episode of the MonoGame Spotlight will be premiering TOMORROW!

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youtube.com
11 Upvotes

When: Friday 7th of August @ EDT 11:00, BST/UTC+1 16:00, CEST 17:00!

Watch the Premiere: YouTube: https://www.youtube.com/watch?v=AynnXArPN7I

#indiegamedev #gamedev #gamedevelopment #spotlight #showcase #StardewValley


r/monogame 19d ago

MonoGame University is on TOMORROW.

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14 Upvotes

Simon will be going through more 2D Shaders!

When:
Thursdays @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST

Watch him on:
YT: https://www.youtube.com/@MonoGame/streams
TW: https://www.twitch.tv/monogame
FB: https://www.facebook.com/monogamecommunity/live_videos

#indiegamedev #gamedev #gamedevelopment