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Monogame visual studio 2017 community
Monogame visual studio 2017 community






monogame visual studio 2017 community

This is super useful for keeping my code really readable and maintainable while allowing me to dynamically generate the data from the source files that the artist creates. NET’s System.Reflection, I can easily compile a simple DLL (see code snippet below) that the engine reads so I can enum-reference visual effects, stuff objects, and other data types in the code. (woop woop!) Creating Dynamic EnumsĪ super helpful part of Art Factory is that it creates a DLL with dynamically generated enums that I can use in-engine. NET, Art Factory was created in less than a day. It also runs MonoGame content building commands and copies and uploads the built files. Super slick! Now, with the aid of this simple tool, an artist can re-hash and iterate on levels, art, and other features quickly without the involvement of a programmer.NET made making this tool super simple to pull off programmatically speaking, giving us all the functionality we needed to generate the sprite sheets, DLLs, and JavaScript text files. Art Factory then copies everything it generated into the artist’s environment and onto the server for the online level editor.

monogame visual studio 2017 community

NET, Art Factory takes all the assets she passes it and builds them into neatly organized sprite sheets, generates a simple DLL for the game engine, generates some dynamic JavaScript for the online level editor, and builds the generated sprite sheets for various platform targets. NET which removes pain points in the game art creation pipeline! Using Art Factory, Kelsie, our artist, can draw new assets, modify existing ones, and have them all appear in her working game environment without even needing to notify me – let alone wait on me. This was the process for every little change, making it quite painful to iterate and improve art, levels, and other features.Įnter Art Factory! Art Factory is a simple tool that we built using. Then, we would re-compile the game (sometimes, depending on changes needed), then pass it back to the designer to test and experiment with. We used to make art assets, then compile them into MonoGame-based assets using a content building tool included with MonoGame. When we started the newest version of our game Cymatically Muffed, we knew we needed to create better development tools that could reduce, or even eliminate, the friction between the art development process and programming. In this post I would like to share details of one of the tools we use in the development process of our newest game, and how. Nowadays, my wife Kelsie and I write our games using the MonoGame framework (one of the spiritual successors of XNA). NET to write software for over 10 years, since the XNA days. NET community! I am Sam from Kelsam Games, and I have been using. This is a guest post by Sam Eddy, a programmer at Kelsam Games.








Monogame visual studio 2017 community