r/monogame

Image 1 — I've built a MonoGame based engine that uses my own scripting language
Image 2 — I've built a MonoGame based engine that uses my own scripting language
Image 3 — I've built a MonoGame based engine that uses my own scripting language
â–˛ 38 r/monogame

I've built a MonoGame based engine that uses my own scripting language

So this is the story: ~2.5 years ago, I decided that i want to make my own GameMaker8 based engine. The only problem was that i didn't know anything about HOW. I made a winforms IDE for this but the backend "engine" was... Winforms window that uses System.Drawing APIs to draw the textures. The language u used inside the engine was C# as well.

It wasn't a big success and i abandoned it for a few years. Half year ago, i decided i want to make my own programming language. I know absolute nothing about HOW, and i thought I'm building a compiler while what i actually built was an interpreter, but somehow i figured my way and had it get to the point that it's kind of ready for a prototype.

In that point i returned to the game engine, implemented a MonoGame backend and integrated my language in it, instead of C#.

Unfortunately, i have not enough time for this project now so ive open sourced it, hoping people would find that interesting and help with it: https://github.com/ArcadeMakerSources/ArcadeMaker .

Here's a YouTube video showing how i use the engine to create a small game.

i would love to get some feedback here🙂

u/Alert-Neck7679 — 3 days ago
â–˛ 7 r/monogame

I shaded 60 Achievements Manually; Never again, I built an app to do it for me, amongst other things.

Hi all, hope you're doing well!

Back when I was making Sunset Sprout, I reached a point where I wanted to make icons for my achievements, I tried to use Achievement shades on steam but it never worked for me!

So I did all my 60 achievement shading manually, which was a bit annoying; now that I am starting work on my new Game Edin's Gate, I thought of making a tool to make all these image related things easier, less friction, and since I am a MonoGame dev, I thought about sharing it here!

so, Kur Forge Toolkit is a desktop app with 12 fully offline functions (for now)

such as:

  • Store Asset Generator — Steam and Itch.io images from your key art
  • Achievements Generator — locked icon variants with shading, patterns, and lock overlays
  • Press Kit Package — PDF info sheet, screenshots, and assets zipped and ready
  • Watermark Generator — text or image watermarks, tiled or positioned
  • Favicon Generator — every standard size as PNG and ICO
  • Image Converter — batch convert between PNG, JPG, and WEBP

and a lot more.

App Dashboard

I know there are other tools out there that do some of this — this is just my version; built around the things I personally kept running into as a solo dev.

Check it out here Kur Forge Toolkit

reddit.com
u/Mr_H115 — 6 days ago
â–˛ 89 r/monogame+2 crossposts

Vanisha - an arcade bullet hell I've been building with a custom engine, demo now on Steam.

Link to demo: https://store.steampowered.com/app/4555270/Vanisha/

I just finished up updating everything including all of the visuals, audio, and promo materials and would love to get some feedback on the updated demo. Vanisha is set to launch in October, so plenty of time to iron it out some more

u/danyl42 — 9 days ago
â–˛ 44 r/monogame

look at da preddy colors …

in my attempts at making a ribbon trail system I made this cool thing. Too bad it sucks

u/Nearby-Pay-690 — 10 days ago
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Building a Deterministic 2.5D RPG Engine Inspired by Old-School MMOs

I’ve been developing a deterministic 2.5D engine/framework focused on systemic RPG simulation and old-school interaction design.

The videos I’ve been sharing are essentially proof-of-concept tests for the engine systems working together in real time:

  • ECS tick simulation
  • skill-based gameplay
  • drag/drop interaction
  • inventory & vendors
  • gathering systems
  • Z-sorting & occlusion
  • multi-floor/stair traversal
  • dynamic lighting

The goal is not just visual nostalgia, but recreating the kind of systemic depth and interaction older RPGs/MMOs used to have.

What do you think older games like Ultima Online got right that modern RPGs still struggle with?

See the link below:

Showcase Built with MonoGame.

reddit.com
u/ReforgedEngine — 14 days ago