Temple of The Roguelike Forums
Development => Programming => Topic started by: Robbie Ogrenix on December 30, 2014, 02:08:06 AM
-
Is anyone else pursuing this option? I'm also fiddling with the roguesharp library, which seems to be pretty handy. Does anyone have any opinions on this particular combination of resources or have any recommendations for additional resources? Does anyone feel that this is a bad combination for generalized roguelike development? If so, why, and what alternatives would you recommend?
-
I'm fiddling with XNA, which is pretty much identical to MonoGame. The difference being that I'm not using any additional libraries.
One thing that doesn't work too well with roguelikes is that XNA/MonoGame treats the keyboard as a large gamepad, so there's no built-in support for different keyboard layouts. Of course that's not a problem if you want to make your game mouse-driven.
-
I'm using Monogame for my project. One thing to watch out for is some rather nasty bugs in Monogame. I haven't updated my SVN checkout recently, but I've had to fix a few; I can't remember what they all were, but one example is that .png files weren't loaded correctly (slightly different pixel color values because of some mistake in a color matrix transform or something), which could lead to bad results with stacking transparent images.
Some major things I've done myself, probably because I couldn't find any libraries for them that I wanted to use:
1) Keyboard input handling (Monogame's default setup is abysmal).
2) Automatic texture atlas generation from individual images.
3) Automatic serialization of any object.
Smaller things include RNG, particle systems, logging, etc.
All that being said, I still think Monogame is the best option for 2D graphics in C#, if performance is needed.
-
If you like to have an ASCII-console for MonoGame, I can recommend this library: https://github.com/Thraka/SadConsole (https://github.com/Thraka/SadConsole)