r/monogame

▲ 1.2k r/monogame+5 crossposts

My chaotic arcade runner Horse Runner DX just hit a 96% "Very Positive" rating on Steam - just in time for the Summer Sale! 🦄🤗

What is Horse Runner DX? It's a fast-paced, chaotic arcade runner heavily inspired by classics like Robot Unicorn Attack, Dino Run, and Canabalt. You build your own starting herd of up to 3 horses or unicorns, dash through procedural pixel art landscapes, dodge obstacles, grow your herd, and try to survive the escalating speed to hunt for high scores on the global leaderboard.

The game just received a massive wave of updates driven by player feedback, completely polishing the visuals, the camera tracking, and overall gameplay feel to make it as chaotic and smooth as possible. Thanks to the community, it actually just hit a 96% "Very Positive" rating on Steam!

I've dropped the Steam link and more details in the comments below!

PS: I'll be around in the comments if you have any questions or feedback!

u/mat_game_dev — 4 hours ago

Hi MonoGame community, what is your opinion of AI Asset usage in your game? - Longer Story in Comment

u/Mr_Delusive — 11 hours ago

Player model sinking into the ground when the player Y<0

EDIT: FOUND IT... there some misterious bug with the depthbuffer? If i switch the rendering order to render my player first everything is fine... what is going on. Doest anyone know how to fix that bug without changing the render order?

EDIT2: FINALLLY FIXED:I found how to fix it while keeping the draw order intact. The real bug is that i have quads at Y=0 that are transparent with a thin red line around for debug purpose... and its screwing the deptbuffer. I added DepthStencilState = DepthStencilState.DepthRead; for those debug quads and everything is fine now... Thanks for the help

Simple heightmap with cubes as terrain. Every thing is positioned from the same source : terrain.GetHeight(x,z). Everything on the map is placed right even when the Y of the heightmap is below 0. The player looks right when hes on a tile Y>0 but sink more and more the lower the tile is. My character is 2unit tall and when the tile is Y<-2 it totally disapear. If Y is below 0 and higher than -2 its partially hidden... Ive logged the height of my character AND the ground IN the draw function and they are exactly the same. Im using basicEffect. On the tiles y>0 the character look fine... Any lead apreciated. Ive tested changing to a new basiceffect and many other things but no success.

https://preview.redd.it/pe0u7trfwhbh1.png?width=1920&format=png&auto=webp&s=b4e0d4c2dc9b6e9f8b415379cbdf6fee609ed466

https://preview.redd.it/7w5nqtrfwhbh1.png?width=1920&format=png&auto=webp&s=620c4777f6254f6fd86e39346f9b044560242205

https://preview.redd.it/jcsthvrfwhbh1.png?width=1920&format=png&auto=webp&s=7959bc041f582485bab05da22006867a0bb8164a

https://preview.redd.it/liva2urfwhbh1.png?width=1920&format=png&auto=webp&s=b66ba94693158af867b705b8646872462afb2715

https://preview.redd.it/zf4n1vrfwhbh1.png?width=1920&format=png&auto=webp&s=e485daf45085da35dccf198efc1d17e93db5e540

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u/LEGROSJAMBONDEV — 22 hours ago
▲ 1 r/monogame+2 crossposts

Hi everyone! Working on a bug-fixing and improvements branch in my ARPG game, for example refining the on-screen text/caption initialization system to eliminate overlapping. Now I'm adding the power of Opencode to the development process.

More than 40k lines of this codebase have been written entirely by hand, without AI, since 2019. Now I'm adding the power of AI (Codex and Opencode) to the development process, and it honestly speeds things up tremendously.

u/backtotheabyssgames — 1 day ago

What does Monogame being a "re-implementation of the discontinued Microsoft's XNA Framework" mean exactly?

I noticed that when using what the Monogame framework provides you with you never actually import a dedicated Monogame namespace, and instead just use Microsoft.Xna.Framework, though I don't see a copy of the Xna framework in the templates, and instead uses it's own Monogame.Framework.dll files. I assume the Xna references are handled there, though I'm curious about both what specifically Monogame adds to the Xna framework and if "re-implementation" means any different than just building off of a copy of the original framework.

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u/Channel_el — 2 days ago

Testing the performances of my engine

Just wanted to share this little game I made to test the performance of my C# game engine. Honestly, I'm impressed with the performance it's achieving. It's nothing compared to professional game engines, but this is a solo project, and the language it uses is interpreted, so I was a bit worried about performance.

What you see here is powered by only about 15 lines of code in total! I'm really proud of this personal project.

A bit about the engine: it's built on MonoGame and has its own programming language that I wrote entirely from scratch, along with its own IDE. It's heavily inspired by the good old GameMaker 8, and it's open source [<- GitHub] (I'm looking for contributors!). There is also a YouTube video showing me creating another little game with it. I also talked about it here in a previous post in r/csharp .

And no, it's NOT AI slop - I built this myself over the course of several years.

What do you think?🙂

Note: The lag you see in the GIF is caused by the screen recorder. The actual gameplay is smooth.

u/Alert-Neck7679 — 5 days ago
▲ 13 r/monogame+1 crossposts

Input needed for monovision

Would love input please!  I am scheduled for surgery and doing monovision (had it after Lasik for 25 yrs. and did great) with one eye first for reading/close-up iphone use.  I’ve chosen 15” as my target # using a monofocal lens.  For those who have done monovision as well, could anyone share their target #’s - or where they actually ended up for their ‘sweet spot’ when using their smart phone? What happens to your vision somewhat closer or further than your target/sweet spot? Would love and appreciate input. Thank you!

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u/AdventurousDress1754 — 6 days ago

managed to get Vertex-Morphed animation working

vertex-morphing is a technique used in most of the 90s games.
Quake, Unreal, Crash Bandicot - this technique is basically an interpolation between two poses of a mesh without any bones

u/Ok_Grocery8124 — 5 days ago
▲ 31 r/monogame+6 crossposts

Early WIP on OSRS-like game in monogame (no external libs or assets, everything generated in code)

This is an early throwaway prototype of terrain generation for my OSRS-like game to have a base to build on for my other systems (crafting, combat, etc..)

-Once those prototypes validated ill restart from scratch to build the game cleanly.

-I got some help from DeepSeek for the terrain generation since i have absolutely no experience with terrain generation and noises... and I needed a base to build my other systems... I plan on fully learning the techniques once Im done with prototyping the rest.

-Everything is generated in code , no external libs other than monogame, no external assets and I plan on keeping it that way (other than a font file)

-I know there are flaws... biomes transitions with holes and slope issues and performances since its not optimised but thats just a proof of concept throwaway, ill rebuild from scratch once im done with all the systems.

u/LEGROSJAMBONDEV — 7 days ago
▲ 52 r/monogame+4 crossposts

The Last Harvest - Chopping trees with handcoded physics in MonoGame

Cut height is variable — chop low, mid or high and watch it fall. No physics engine, all coded from scratch. 🌲🪓

u/LEGROSJAMBONDEV — 13 days ago

multiple clipping/masking areas in 1 spritebatch

how would you achieve multiple clipping/masking areas? depth stencil is painful and doesn’t work, and scissor rects require multiple batches which I want to avoid.

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u/son_goku_09 — 14 days ago