aeva, to NixOS
@aeva@mastodon.gamedev.place avatar

I don't actually have time today to work on any side projects, but I thought I'd run through the basic setup steps for MonoGame aaaand

./bin/Debug/net6.0/MyGame
bash: ./bin/Debug/net6.0/MyGame: cannot execute: required file not found

... which required file ._. ???

I think this sort of thing means it tried to dynamically link something and failed. I run into this whenever I try to run loose builds of Linux games on #NixOS, but idk what to do about it.

aeva,
@aeva@mastodon.gamedev.place avatar
aeva,
@aeva@mastodon.gamedev.place avatar

I've made some progress on getting #MonoGame running on the hell distro! The surprise exit-without-error was a segfault (thanks strace!), which apparently was because #NixOS cleverly hid away udev, which is famously an optional component in all modern Linux distros. Now with that fixed, it simply cannot OpenGL:

"Unhandled exception. Microsoft.Xna.Framework.Graphics.NoSuitableGraphicsDeviceException: Failed to create graphics device!"

(fails somewhere in MonoGame.OpenGL.GL.LoadExtensions)

wawe, (edited ) to devlog
@wawe@mastodon.gamedev.place avatar

New devlog where I talk about my process for the release and what are my expectations with the release: https://youtu.be/JzDUXIttOuQ

jupiter, to gamedev
@jupiter@mastodon.gamedev.place avatar

https://fennecs.tech is a cheeky way for advanced programmers to make a lot of things happen really fast in your game or simulation!

🦊... the tiny, tiny, high-energy Entity Component System!

Free and libre software, works with any modern C# game engine. Batteries included.

Like with everything in life: Just add fennecs!

📦 dotnet add package fennecs

Checkout the demo video captured in :godot: Godot 4.2.1 stable!

Demo video showing over to 300000 entities rendered in real time at ~60+ fps visualized in the form of mesmerizing, swirling cubes in space, lit by a blue and orange sun.

wawe, to programming
@wawe@mastodon.gamedev.place avatar

Anyone familiar with Monogame Steam integration?

I have a weird issue with Steam Integration (https://github.com/BlizzCrafter/Steamworks.Net-MonoGame-Integration) It works fine on Linux but not on Windows. On Windows I get

"Setting breakpad minidump AppID = XXX

SteamInternal_SetMinidumpSteamID: Caching Steam ID: XXX [API loaded no]
Unhandled exception. System Exception: Callback dispatcher is not initialized at Program.Main()"

wawe, to gamedev
@wawe@mastodon.gamedev.place avatar

Preparing for the release involves a lot of bug fixing and playtesting. The game was too easy because there was a bug that prevented player from taking damage from some enemy attacks. Hopefully the game is now more balanced!

Mushy (mushroom character) fighting waves of plant enemies while protecting a sunflower.

godotengine, to godot
@godotengine@mastodon.gamedev.place avatar

You know what we haven't done on here yet? Hosted a 🎬

Caviat: for each submission of your own content, you have to give feedback to someone else in this thread 😈📏

wawe,
@wawe@mastodon.gamedev.place avatar

@godotengine Do you approve games made with 😉 Also first to submit so no one to give feedback :(

Mushy Score is a 2D roguelike where you fight endless waves of enemies for a high score.

https://www.youtube.com/watch?v=LVQ8R8_6uJY

wawe, to opensource
@wawe@mastodon.gamedev.place avatar

Unity: I got issue with the engine. Mentioned about it in the forums and I got comment that my issue will be looked at.

Monogame: There was a bug in the framework. I wrote a hacky work around to fix the issue myself.

Monogame 1
Unity 0

boilingsteam, to linux
@boilingsteam@mastodon.cloud avatar
SimonDarksideJ, to gamedev

The 5th annual MonoGameJam is kicking off soon on the 30th of November 2023, which is by far one of the best ways to throw yourself into MonoGame and learn something new:

https://darkgenesis.zenithmoon.com/gamedev-jamming-with-monodame.html

selzero, to gamedev
@selzero@syzito.xyz avatar

and particularly please link your favorite podcasts or vodcasts. I need more to follow.

Anime laptop typing.

wawe, to gamedev
@wawe@mastodon.gamedev.place avatar
khalidabuhakmeh, to dotnet
@khalidabuhakmeh@mastodon.social avatar
selzero, to android
@selzero@syzito.xyz avatar

9 years ago, triumphantly holding up a monkey at the developer event they held at Atlanta.

That was the time I managed to corner Miguel de Icaza and convince him to white label libraries within the Xamarin runtime, making and free for indies.

wawe, to gamedev
@wawe@mastodon.gamedev.place avatar
selzero, to unity
@selzero@syzito.xyz avatar

, an open source game engine that I have been involved in for a long time, have made a statement following the debacle.

selzero,
@selzero@syzito.xyz avatar

means you are never at the whim of a corporation, the code base can always be forked and continued, at the very least maintained.

is an open source game engine that emulates the old Microsoft XNA framework within open source Mono, meaning it can port to virtually anything.

This is also how does it. Which is why you use MonoBehaviour scripts and the Mono logo is right there in the Unity about window.

gamingonlinux, to gamedev
@gamingonlinux@mastodon.social avatar
MonoGame, to opensource

We are pleased to share our future plans.....
#MonoGame #XNA #OpenSource

djlink, to random
@djlink@mastodon.gamedev.place avatar

Unity probably kickstarted the era of “distrust of commercial engines so let’s go open source/custom engines”.

selzero,
@selzero@syzito.xyz avatar

@djlink

I have been there for 15 years. FTW.

bitinn, to unity
@bitinn@mastodon.gamedev.place avatar

Honestly I think switching away from might be easier than most might think:

- if you prefer a framework around your familiar languages.

  • Know that distinctive gameplay comes from you, not the engine!
LouisIngenthron, to gamedev
@LouisIngenthron@qoto.org avatar

Holy shit. Back when I was in college, I was a very active member and developer for a framework published by Microsoft called . After they shut down XNA, I moved to .

But apparently... XNA never died. It was reborn as the open source project . If this is half of what I'm remembering it is... it'll be amazing.

I can't believe I hadn't heard of this before today... Gonna try it out tonight.

wawe, to pixelart
@wawe@mastodon.gamedev.place avatar
GameFromScratch, to gamedev
@GameFromScratch@mastodon.gamedev.place avatar

Awesome new book bundle, covering tech not often covered, including , , as well as .

APress Game Coding 2023.

There is also a big but... it's epub only?!?! Let me know, is that a deal breaker for you?
https://gamefromscratch.com/apress-game-coding-2023-humble-bundle/

Xanatos, to gamedevelopment
@Xanatos@social.dev-wiki.de avatar

About 12 Years ago I wanted to code a game and become a game programmer. So I ask a friend of mine and we started coding a game with XNA switching to Monogame as the support dropped.

We didn't had a clue at all and somehow hacked in stuff which did something. After some time we were thinking let's code a clone of cannonhill. What should go wrong, the game is old and it can't be that hard. After around 3 months of work we got something which did start and there where something you could call gameplay. At least you could shoot on each other and something was happening.

Since our code structure was so horrible we dropped the project and never touched it. We did try to code something with Unity which failed because the engine felt "wrong" to use. We wanted the full, I write my own engine experience.

Let's skip some years. The friend of mine lost interesset in coding and game coding. I started to work as a PHP developer as a fulltime job. Somehow I did think back to the old times with the game and searched my old hdd if there was still some code left. As I found it, this was around 4 years from now ago. I uploaded the project to GitHub and set me a goal to get it into a working state.

I rewrote the whole engine based on ECS, still using Monogame. I got more or less to the same state as before but with much more performance. There where less features, some stuff which was better some which were worse.

This project is still there on GitHub I do work on it for some weeks I get frustrated and stop it for a year. Still making slow progress.

Everyone out there, please pay respect for every solo developer who is coding a game in there freetime or as a business. They put in so much love and time. Maybe the game is even open source and playable without them asking for anything.

If you really want to start coding a game, start off with an engine. Do not try to code one on your own. If you do so be prepared that you will write a ton of code which will not display anything on the screen. This can go on for months, even years. Still try to complete one game it does give a boot, even if the gameplay itself is bad. Hand over your game to family members and watch them play as early as possible, you will get valuable feedback from there reactions.

Thank you very much for reading my story. I somehow was thinking it may help me to write this down.

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