@@LanciaSiluri a lot of good games using unity where made with no great/enter costs too. They are just free loading too, I suppose. Also accessible tools expand your developer base, great games were made by dev wannabes like hotline Miami, it was made by a dev with no experience with gaming development. He was literally a game dev wannabe. And made a great game using accessible tools. Every single profissional in the world at some time was a wannabe. And the real problem is not even to pay or not, it's ownership, if it's not open source or made in house (which is impossible for an indie studio, even big ones) you don't own your tools. Even when paying, you don't necessary have ownership over them. Unity pro users got screwed too...
At least against themselves. For everything else, they're pretty much splitting everyone up into groups of people going to Godot, Unreal, Defold and so on.
He's a youtuber , Drama is his business. But he's slowly getting on my nerves. Many of us actual devs CANNOT switch to the damn godot platform or whatever else because we hired actual people with unity expertise we don't want to fire , collaboration with unity engineers themselves, hold trust of relatives and our credibility on the line , thousands of hours in R&D and a lot of money invested into the unity pipeline. Not everyone is a hobbist with a 2 weeks prototype able to switch engine because of current events...You can shit on unity all you want , but that won't change.
@@brucyyy3 Why do you feel like other peoples opinions on the internet affect your life and work? You don't have to click a video about the unity drama. That's what titles and thumbnails are for, they tell you what the video is about. If you have to or just want to keep using unity, then do so, no one cares. Live your life dude
@@suspensionstudios Because morale . It's not about a single video or youtubers opinion , its about psychological pressure and doubt in my coworker's brain and mine. You can pretend it's not there , but it is. You should know it's hard enough already.
I remember when Terraria dropped on Steam it wasn't even ver 1.0 it was lime .7 or .8 build which they rushed out due to the game leaking prior. It was a hit for me then it word to mouth told a friends got a copy or two for friends and years later re-logic is an indie darling on a game that would have been their last had it not attracted such a large gamer base. But even back then as bare bones comepared today it was solid and fun which is why it succeeded.
I myself started playing Terraria just after the 1.1 update when I saw it advertised on Steam. It took me awhile to get the hang of the game, but it was always so amazing to me, how you could so freely manipulate your environment, fight bosses, get stuff, equipment progression. And I kept playing rather regularly, and eventually joined the TCF and was active there (not quite as much these days) and watched the game grow, and I even started a new playthrough just a few days ago in fact. I still play it to this day and it is still fun after all of these years, and the new update that's in the works... while it might not have much in the way of new bosses, or huge game-encompassing features, one thing Re-Logic is amazing at, is adding a small tweak that introduces HUGE changes to the game. Like block swap, or in the upcoming update, combining special seeds. I love Drunk world and Celebration mk10 both and a lot of times I found myself torn on which one to play... so first thing I'mma do after the update, is start a world with both enabled.
Almost same here. I started off studying DirectX9 with C back in 2010 or so, and it was GRUELING. Then I heard about XNA and saw how it did everything in a very intuitive way but was still low-level enough for doing pretty much anything. I clinged to XNA very hard and it was amazing. I learned C# purely because of XNA (and I also knew C++ already, so C# was quite comfortable to learn) Then I got a job and had to transition from XNA to Unity, and I kid you not: it's easier to develop with XNA than in Unity. It took me years to learn the "Unity ways". And now I'm taking up Monogame and it has been smooth sailing! It's incredibly liberating to be able to compile an entire test project in one second tops and not having to wait for 5+ seconss compilations and domain reloads like how it is with Unity. I can test code far faster now!
Wow, thank you for these news updates. I'm a hobbyist and tried my hand at unity3d 8 years ago then stopped due to family responsibilities. Now wanted to get back but the unity fire happened. I will try these game engines you featured. I need to leave my day job and your helping me a lot. I really appreciate your work. Thank you.
after switching from unity to monogame, messing with it for just a few days I realized it is going to be a much better match for me, in mu unity project I had to write the code for pretty much everything I needed tp use, I was kind of building an engine ontop of unity, and the unity built in features more got in the way then actually helped me. Monogame is giving me the feeling of freedom to do whatever I want for my game.
This is great news! The most concerning aspect of MonoGame is the sluggish pace of development as of late. Hopefully this will help them get back on track ❤
Well MonoGame repo is full of recent contributions, I think the question is that they try to make the most stable versions as possible before publicly releasing them, I think this is part of why their framework is so solid (but yeah, more public announcements and updates would be very cool). Maybe this money would make them more motivated to engage more with frequent releases, I hope
This is just amazing, i've been learning monogame for about half a year now and seeing it get this kind of support means it's just gonna get better, and hopefully have a bigger community as well
For some reason, MonoGame has shipped sooo many successful titles, yet no one seems to talk about MonoGame. I would love to see more coverage on it. It's a framework I've always wanted to come back to, but currently can't due to my project is developed in Unity (lol) and I'm in too deep. But definitely wanna come back to MonoGame again. I miss the simplicity.
XNA was my first taste of gamedev as well. Especially my first experiences with Shader design. It made a lot of advanced features incredibly easy to get into as a newbie not only to gemdev but programming in general. I was very sad when microsoft killed it off, and happy to see the community support around Mono and FNA.
I started getting my toes wet with unity a few months ago and I remember not liking the restrictive nature of „everything is already done for you“… Now I am even more happy that I chose to develop with Monogame and I find it fantastic. There is a lot you need to do yourself but you have so much control, you end up feeling like a supervillain - that‘s awesome 😂
Yes everything is set up for you, to the point where you can add nothing or change it to your liking and needs. I tried working with unity a few times but always had to give up because it couldn'tdo what I wanted it to do.
man, I wouldn't have thought so much positive stuff would spur from this tire fire. I'm kinda glad this happened 😅 Tho I still feel for all the devs stuck with Unity or that have invested decades of their lives learning the engine. Hope they get through their projects and find a way to stabilize. Tho all that time training in Unity isn't wasted.
well I'll finish my game in unity, and publish it in unity for testing, in the meantime I'll just develop, learn and port my game to godot, and if it is successful, just publish the apk from godot in the future... I hope this tactics will be plausible... but that is where I'm going... Thanks for the concerns.
This is awesome! I've been developing a 2D engine in MonoGame for a couple of years, so seeing them get more support is just great. I've really been looking forward to more polished documentation and better content pipeline tools in the future, but it looks like they might actually have big plans besides, so I'm very excited.
Yes, MonoGame video would be amazing! After choosing Unity as the engine I wanted to use as a Game Design student, I am gutted, and now I want to choose a new way of making games, I have been looking at Godot and FNA, but also Monogame, the idea of making my own engine for the 2D games that I have in mind is something of a daunting task, but I think worth it in the end. And then Godot for anything 3D.
A generous gesture from Re-Logic, I'm amazed that as an indie developer you have so much revenue for donations. A MonoGame introduction would be quite interesting!
Monogame is such an interesting game framework to me and I would like an actual overview/tutorial of how it works. And by the way, try not to burn yourself making videos, as you've been uploading a lot recently; you're a pretty cool guy.
There was also an announcement by Robot Gentlemen (the makers of the '60 seconds' series of games) that they would be increasing their support of GoDot to $1500 a month AND have their engineers contribute work to the engine directly. As well as porting their newest game to GoDot, and porting their old games off of Unity. Unity really stepped in it this time.
Monogame sounds interesting and would love to see what it can do: 2D, 3D, Audio, Input (controller, keyboard), platforms, how to use it. You know, everything there is to know if it's right for us before we try to learn it ourselves.
That's awesome, had no idea you wrote an XNA book back in the day! XNA was my jam back then and had a few books on it I read back and forth a few times, wouldn't be surprised if yours was one of them. Would love to see a MonoGame video and it's great to see XNA still living on all these years later, was so bummed when they announced 4 was the end.
This hits home hard, in a very good way for me! I've been programming my game Cosmorists in Monogame since Dec 2021 and chose frameworks because I wanted more low level precision in the code. Seeing the Terraria devs donate huge amounts of money to support it is sparking lots of excitement within me about the future of this framework, and the devs are the ones who deserve all this money from their crazy high quality game, and their positive impact on the indie gaming space as a whole, unlike Unity!
Good news, As far as 3D I never got further than importing a 3D teapot and moving it around in XNA years ago. It worked good. I still have code I printed out a long time ago from a few chapters on how to make a 3D third person shooter and how to animate the bones.
Please make that video about the basics of actually creating a game using monogame. It might be good to come at it from the perspective of differences in development workflows between monogame and Unity (similarities, differences, any gaps and how best to close them, etc.).
I've made for a few games for game jams in MonoGame, and I've been satisfied with the flexibility of projects we can do on it. I was new at programming and it did (and still does) help me get better at it.
XNA was an absolute delight to use back when it was a thing, id love to see Some coverage on MonoGame it was something I touched briefly and would love to get a general recap of how it has improved over time.
This is fantastic. I've always kind of sucked at game development but the few goofball attempts I've made were in XNA and later Monogame. Great engine (at least for 2D not sure if it does 3D or how well) and thrilled to see they're also gaining community support in the wake of this whole fiasco!
Creating a video about Monogame would be amazing Mike! There aren't a ton of recent videos about it, Maybe even a stream for it? I'd definitely tune in!
I made my first finished game in XNA back in university. It's always held a special place in my heart, but I thought it had died. I was delighted to learn this week it lives on.
God it's been a while since I've used either FNA / XNA or MonoGame. There was a bit I didn't like about either, but it's honestly beautiful that third party engines and frameworks are getting more attention beyond just Godot.
I hadn't even heard of MonoGame, i'm gona have to go back and watch you're vids on it, but it sounds really cool and like it could be a true Unity successor
Good to hear about this. All I can say about Unity is that I never loved or hated it, so offboarding with them will be easy, and all the easier the more options I learn about.
The Java wireless Tool kit was my first serious game dev, VRML 2.0 was before that. Also made gameboy game with HAMLib. And then I went full force into XNA. XNA was fun to prototype on an Xbox 360. XNA was a step into 3D games. At the time I was using the free Softimage XSI 7 to 8.5 mod tool? It was free to use with XNA. Damn it was buggy as hell. Blender was maybe 2.4 at that time. What a struggle it was to learn 3D, I bought a 3D spacenav. My eyes then opened up to Unity and the 3d gaming world looked so beautiful after dropping Garage Games as an option and also giving up on Shiva3D. Oh I toyed with many game engines over time Godot, Armory 3D, various spins with Haxe. The Unreal 4 really opened my eyes and I never looked back. The licensing was always straight up honest and multi-player support growing in many positive ways.
I'd love a video about monogame since monogame vids are pretty rare compare to other engines. I am also not decided on which engine to settledowm too so more info will always be welcome! 😁
I learned game dev with XNA in 2017, right before Microsoft sunset it. Monogame was a lifesaver for my projects, I've been using and loving it for years. Great to see it getting some big attention and support.
I gotta go buy Terraria for sure, this is such a respectful act, and a clear sign that if you push greed and monopolyzation too far, people are just going to find another ways, to the greeder demise... I love this stuff.
Great video! I'm mostly working with Unreal Engine, but I recently decided to save my old 3D first person RPG game made with XNA 4 and ported it to MonoGame. I thought it's a dead engine, but still a really good one. Looks like it's not as dead anymore. ^_^
I'd love some tutorials about Monogame. Years ago, when I was an IT student, I did an internship/finished a training program where I was taught C# and thought it was time to begin my game development journey... But I got swarmed by my studies and eventually became a fantasy author instead. I'm loving it but I'm thinking of pursueing my earlier goals in life and the only engines that piqued my interest were Godot, Love2D(which is a framework more than an engine, ik), and Monogame(my first option back then since I didn't really like Unity)
I've made a Tower Defense Mobile-Windows Phone 8 game in XNA in the past. But I would really like to see the differences and improvements between MonoGame and FNA. I've read a lot of thoughts, but I'm not sure what really fits my interests better. FNA is more powerful? Is MonoGame more practical and popular? I do not really know. Please do a video about this! 😅
I started with XNA as well, got to give it to Microsoft, XNA was very well done and one of the earliest ways for real indies to get onto consoles. Glad monogame kept it going. I think MonoGame could really thrive if we develop complementary packages that can integrate with MonoGame to add features to make it a type of Game Engine to fit the specific needs of a game. Rather than a full-featured game engine with 90% of features you don't need for a specific game but needed for others.
Coming off from Unity and I actually like MonoGame. It will take some time for me to learn how to do things but the freedom and control over the project is just what I needed. And the games you create are all yours!
All the godot tinkerers come out of the woodworks! I have to show off some of the 2d shadow technique in godot by making a normalmask for sprites. It is quite satisfying in my unfinished stealth demo.
I'd be interested to see a video for Monogame. I've heard a lot about it but never used it and it would be great to see what its like. From a personal view point, I mostly develop on Linux so I have been thinking about potentially using it in the future anyway.
I would love a video about mono, I just started using it for my project and then saw this video. I want to give my thanks to unity for self-destructing because now monogame will have better support
FNA is more about preservation but it also reportedly has a bit better performance (old claim, probably not current) and lacks certain problematic features namely the content pipeline
a MonoGame video would be interesting, because firstly, it's pure C# (so alot of systems from Unity port over more easily), and there are alot of bootstrapping required to even start (physics for example is actually not built into MG), and third, who doesn't like the classic Hello World program of having that blue screen.
I also have a book I bought quite a few years ago called MonoGame Mastery which shows you how to develop a shoot 'em up game and use that knowledge and best practices for your own. I never really finished it though, as I got more into Godot. Might be worth looking into if someone is interested.
I remember using monogame a few years back, it was a ton of fun, though it wasn't the type of game dev stuff I was looking for, but it probably is for others. (I'm not a big fan of C#, and I wanted/want to learn and do stuff more low level, making stuff myself)
please, a couple a months ago I bought a course about Monogame because Unity was just not clicking with me...but there is a shortage of tutorials, please do Monogame videos!!
Depends a bit on how you define "industry leading". I doubt they'll dethrone Unreal for AAA or other high-end projects in that amount of time. In terms of market share its possible (Unity had almost 50% prior to this mess so that's a lot of devs to split across the alternatives). Mostly a matter of whether a single one ends up leading the pack by a large margin or if several of them see similar rates of uptake. In the latter case its questionable whether any one will overtake Unreal (though "OSS" engines as a combined group almost certainly will, so again it depends on your definition). If nothing else though, its going to be some wild and interesting times for the next few years as the whole industry re-sorts the winners and losers among so very many options (I had no clue just how many high-quality engines existed until this! I knew of several but it feels like I've heard of at least one or two new ones every day for the past week!)
People want a magic solution to make games, a "game engine" with a lot of features that just do a lot for you so you don't have to code it yourself. This is specially true with Unity, who really spoiled it's developers with it's ease of use. If you are a Unity dev, Monogame is a step in the right direction. You will get an experience closer to the "bare metal" of developing games. You have image loading and sprite drawing, font loading and drawing, audio loading and playing, and some, (not very well abstracted) 3d capabilities. The rest you will have to do yourself, collision, camera, "physics" if you want to, etc. It feels much closer to what to what actually developing a program in a native language looks like.
Links
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gamefromscratch.com/monogame-tutorial-series/
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You need an uh/um counter. I'd suggest a drinking game, but everyone would be passed out two minutes into the video.
@@Generaallucas FRB is quite the project that has been around for awhile and Victor its creator has done an amazing job with its development.
Support for opensource development tools is a win for all indie game developers and for gamers in general. Thanks re-logic.
Only for free loading game dev wannabe's
@@LanciaSiluri a lot of good games using unity where made with no great/enter costs too. They are just free loading too, I suppose. Also accessible tools expand your developer base, great games were made by dev wannabes like hotline Miami, it was made by a dev with no experience with gaming development. He was literally a game dev wannabe. And made a great game using accessible tools.
Every single profissional in the world at some time was a wannabe.
And the real problem is not even to pay or not, it's ownership, if it's not open source or made in house (which is impossible for an indie studio, even big ones) you don't own your tools. Even when paying, you don't necessary have ownership over them. Unity pro users got screwed too...
@@LanciaSiluriShow me on the doll where the game dev hurt you.
I'm preparing to make an open source fork of my engine
@@bunnybreaker 😂
Unity really unifying game devs
Finally a company lives up to its name.
Against Unity
I agree, but am I tired of this comment
What an original comment
At least against themselves. For everything else, they're pretty much splitting everyone up into groups of people going to Godot, Unreal, Defold and so on.
Man Unity is really giving Mike a ton of contents this month 😂 and I am here for it all.
lol he probably didn't sleep for the past few days....
I mean why not wouldn't you do the same if you were in his place
He's a youtuber , Drama is his business. But he's slowly getting on my nerves. Many of us actual devs CANNOT switch to the damn godot platform or whatever else because we hired actual people with unity expertise we don't want to fire , collaboration with unity engineers themselves, hold trust of relatives and our credibility on the line , thousands of hours in R&D and a lot of money invested into the unity pipeline. Not everyone is a hobbist with a 2 weeks prototype able to switch engine because of current events...You can shit on unity all you want , but that won't change.
@@brucyyy3 Why do you feel like other peoples opinions on the internet affect your life and work? You don't have to click a video about the unity drama. That's what titles and thumbnails are for, they tell you what the video is about. If you have to or just want to keep using unity, then do so, no one cares. Live your life dude
@@suspensionstudios Because morale . It's not about a single video or youtubers opinion , its about psychological pressure and doubt in my coworker's brain and mine. You can pretend it's not there , but it is. You should know it's hard enough already.
I remember when Terraria dropped on Steam it wasn't even ver 1.0 it was lime .7 or .8 build which they rushed out due to the game leaking prior. It was a hit for me then it word to mouth told a friends got a copy or two for friends and years later re-logic is an indie darling on a game that would have been their last had it not attracted such a large gamer base. But even back then as bare bones comepared today it was solid and fun which is why it succeeded.
I myself started playing Terraria just after the 1.1 update when I saw it advertised on Steam. It took me awhile to get the hang of the game, but it was always so amazing to me, how you could so freely manipulate your environment, fight bosses, get stuff, equipment progression. And I kept playing rather regularly, and eventually joined the TCF and was active there (not quite as much these days) and watched the game grow, and I even started a new playthrough just a few days ago in fact. I still play it to this day and it is still fun after all of these years, and the new update that's in the works... while it might not have much in the way of new bosses, or huge game-encompassing features, one thing Re-Logic is amazing at, is adding a small tweak that introduces HUGE changes to the game. Like block swap, or in the upcoming update, combining special seeds. I love Drunk world and Celebration mk10 both and a lot of times I found myself torn on which one to play... so first thing I'mma do after the update, is start a world with both enabled.
XNA was also how I started in this development world, but then I moved into MonoGame, and it was also a very enlightening experience.
Bernkastel
Almost same here. I started off studying DirectX9 with C back in 2010 or so, and it was GRUELING. Then I heard about XNA and saw how it did everything in a very intuitive way but was still low-level enough for doing pretty much anything. I clinged to XNA very hard and it was amazing. I learned C# purely because of XNA (and I also knew C++ already, so C# was quite comfortable to learn)
Then I got a job and had to transition from XNA to Unity, and I kid you not: it's easier to develop with XNA than in Unity. It took me years to learn the "Unity ways".
And now I'm taking up Monogame and it has been smooth sailing! It's incredibly liberating to be able to compile an entire test project in one second tops and not having to wait for 5+ seconss compilations and domain reloads like how it is with Unity. I can test code far faster now!
same
I have a question. How are you doing game in MonoGame without any visual editor? Nowadays, I really can't imaging this.
@@virtualmaestro6893 you get used to it, it's very good.
+ you can still build your maps in external tools and export to MonoGame
Wow, thank you for these news updates. I'm a hobbyist and tried my hand at unity3d 8 years ago then stopped due to family responsibilities. Now wanted to get back but the unity fire happened. I will try these game engines you featured. I need to leave my day job and your helping me a lot. I really appreciate your work. Thank you.
Re Logic is such an amazing development team, both from their game portfolio to their passion for supporting the game industry.
after switching from unity to monogame, messing with it for just a few days I realized it is going to be a much better match for me, in mu unity project I had to write the code for pretty much everything I needed tp use, I was kind of building an engine ontop of unity, and the unity built in features more got in the way then actually helped me. Monogame is giving me the feeling of freedom to do whatever I want for my game.
This is great news! The most concerning aspect of MonoGame is the sluggish pace of development as of late. Hopefully this will help them get back on track ❤
Well MonoGame repo is full of recent contributions, I think the question is that they try to make the most stable versions as possible before publicly releasing them, I think this is part of why their framework is so solid (but yeah, more public announcements and updates would be very cool). Maybe this money would make them more motivated to engage more with frequent releases, I hope
Plus an influx of new interest. I never heard of it.
MonoGame and FNA ought to be sharing some ideas
This is just amazing, i've been learning monogame for about half a year now and seeing it get this kind of support means it's just gonna get better, and hopefully have a bigger community as well
Your monogame tutorials were great! I'd love to se some more
Agreed.
I also watched them recently, 8 years old, but still mostly up to date.
For some reason, MonoGame has shipped sooo many successful titles, yet no one seems to talk about MonoGame. I would love to see more coverage on it. It's a framework I've always wanted to come back to, but currently can't due to my project is developed in Unity (lol) and I'm in too deep. But definitely wanna come back to MonoGame again. I miss the simplicity.
Most likely because the people who talk about unity arent actually finishing or publish their games to be honest
XNA was my first taste of gamedev as well. Especially my first experiences with Shader design. It made a lot of advanced features incredibly easy to get into as a newbie not only to gemdev but programming in general. I was very sad when microsoft killed it off, and happy to see the community support around Mono and FNA.
may ask u like how did u learn it?
@@belkacemFit’s a fairly simple tool. Not hard to learn but you need to know how to program effectively
Me too! That feeling when I took an animated character from Maya, and it all just worked!
I started getting my toes wet with unity a few months ago and I remember not liking the restrictive nature of „everything is already done for you“…
Now I am even more happy that I chose to develop with Monogame and I find it fantastic. There is a lot you need to do yourself but you have so much control, you end up feeling like a supervillain - that‘s awesome 😂
Yes everything is set up for you, to the point where you can add nothing or change it to your liking and needs. I tried working with unity a few times but always had to give up because it couldn'tdo what I wanted it to do.
man, I wouldn't have thought so much positive stuff would spur from this tire fire.
I'm kinda glad this happened 😅
Tho I still feel for all the devs stuck with Unity or that have invested decades of their lives learning the engine.
Hope they get through their projects and find a way to stabilize. Tho all that time training in Unity isn't wasted.
well I'll finish my game in unity, and publish it in unity for testing, in the meantime I'll just develop, learn and port my game to godot, and if it is successful, just publish the apk from godot in the future... I hope this tactics will be plausible... but that is where I'm going... Thanks for the concerns.
This is awesome! I've been developing a 2D engine in MonoGame for a couple of years, so seeing them get more support is just great. I've really been looking forward to more polished documentation and better content pipeline tools in the future, but it looks like they might actually have big plans besides, so I'm very excited.
Yes, MonoGame video would be amazing! After choosing Unity as the engine I wanted to use as a Game Design student, I am gutted, and now I want to choose a new way of making games, I have been looking at Godot and FNA, but also Monogame, the idea of making my own engine for the 2D games that I have in mind is something of a daunting task, but I think worth it in the end. And then Godot for anything 3D.
A generous gesture from Re-Logic, I'm amazed that as an indie developer you have so much revenue for donations. A MonoGame introduction would be quite interesting!
i personally would love to see an updated version of your old Monogame tutorial series
Monogame is such an interesting game framework to me and I would like an actual overview/tutorial of how it works. And by the way, try not to burn yourself making videos, as you've been uploading a lot recently; you're a pretty cool guy.
There was also an announcement by Robot Gentlemen (the makers of the '60 seconds' series of games) that they would be increasing their support of GoDot to $1500 a month AND have their engineers contribute work to the engine directly.
As well as porting their newest game to GoDot, and porting their old games off of Unity.
Unity really stepped in it this time.
I think an updated video on Monogame would be a great idea.
Monogame sounds interesting and would love to see what it can do: 2D, 3D, Audio, Input (controller, keyboard), platforms, how to use it.
You know, everything there is to know if it's right for us before we try to learn it ourselves.
How many videos about Unity have you made in the last week?
Gamesfromscratch: yes
I would argue Unity adjacent in many cases. Unity are enabling massive exposure to other engines by association
That's awesome, had no idea you wrote an XNA book back in the day! XNA was my jam back then and had a few books on it I read back and forth a few times, wouldn't be surprised if yours was one of them.
Would love to see a MonoGame video and it's great to see XNA still living on all these years later, was so bummed when they announced 4 was the end.
This hits home hard, in a very good way for me! I've been programming my game Cosmorists in Monogame since Dec 2021 and chose frameworks because I wanted more low level precision in the code. Seeing the Terraria devs donate huge amounts of money to support it is sparking lots of excitement within me about the future of this framework, and the devs are the ones who deserve all this money from their crazy high quality game, and their positive impact on the indie gaming space as a whole, unlike Unity!
Good news, As far as 3D I never got further than importing a 3D teapot and moving it around in XNA years ago. It worked good. I still have code I printed out a long time ago from a few chapters on how to make a 3D third person shooter and how to animate the bones.
Please make that video about the basics of actually creating a game using monogame. It might be good to come at it from the perspective of differences in development workflows between monogame and Unity (similarities, differences, any gaps and how best to close them, etc.).
+1 for monogame
Yes please MonoGame stuff, their documentation is severely lacking, i hope with the donation they can fix it.
I've made for a few games for game jams in MonoGame, and I've been satisfied with the flexibility of projects we can do on it. I was new at programming and it did (and still does) help me get better at it.
Please do make a tutorial with monogame! We need more up-to-date resources about it, most of the stuff we can find online is super old.
I would like to see more studios interested in supporting sustainable open development projects.
XNA was an absolute delight to use back when it was a thing, id love to see Some coverage on MonoGame it was something I touched briefly and would love to get a general recap of how it has improved over time.
This is fantastic. I've always kind of sucked at game development but the few goofball attempts I've made were in XNA and later Monogame. Great engine (at least for 2D not sure if it does 3D or how well) and thrilled to see they're also gaining community support in the wake of this whole fiasco!
Creating a video about Monogame would be amazing Mike! There aren't a ton of recent videos about it, Maybe even a stream for it? I'd definitely tune in!
I made my first finished game in XNA back in university. It's always held a special place in my heart, but I thought it had died. I was delighted to learn this week it lives on.
Would love to see a video on MonoGame! I haven't heard of it before, and I love learning about new tools!
God it's been a while since I've used either FNA / XNA or MonoGame.
There was a bit I didn't like about either, but it's honestly beautiful that third party engines and frameworks are getting more attention beyond just Godot.
Extremely interested in more Monogram, but perhaps moreso after the new features start showing up!
Would love to see an update to your Monogame tutorial series!
I hadn't even heard of MonoGame, i'm gona have to go back and watch you're vids on it, but it sounds really cool and like it could be a true Unity successor
Very cool news. I hope Re-Logic is doing okay enough to sustain this level of support.
Yes, would love to see introductory video to Monogame!
Good to hear about this. All I can say about Unity is that I never loved or hated it, so offboarding with them will be easy, and all the easier the more options I learn about.
Never even heard of Monogame, but I have heard of XNA! That was my first engine to experiment in, in making games.
I'd like to see a monogame cover video
YES! I am VERY interested in a Monogame primer video. Yes, please.
yes, monogame video....I like the whole idea. I'd have to do more of my own tooling(level editor etc..), but it sounds interesting..
Would love to see some videos dedicated to development in Monogame and FNA!
The Java wireless Tool kit was my first serious game dev, VRML 2.0 was before that. Also made gameboy game with HAMLib. And then I went full force into XNA. XNA was fun to prototype on an Xbox 360. XNA was a step into 3D games. At the time I was using the free Softimage XSI 7 to 8.5 mod tool? It was free to use with XNA. Damn it was buggy as hell. Blender was maybe 2.4 at that time. What a struggle it was to learn 3D, I bought a 3D spacenav. My eyes then opened up to Unity and the 3d gaming world looked so beautiful after dropping Garage Games as an option and also giving up on Shiva3D. Oh I toyed with many game engines over time Godot, Armory 3D, various spins with Haxe. The Unreal 4 really opened my eyes and I never looked back. The licensing was always straight up honest and multi-player support growing in many positive ways.
Are there any more recent tutorials for Monogame you would recommend?
A MonoGame getting started video would be great!
I'd love a video about monogame since monogame vids are pretty rare compare to other engines. I am also not decided on which engine to settledowm too so more info will always be welcome! 😁
Good to see monogame get some love. It's clear that it desperately needed it.
Wooooo! Furthering my adoration of re-logic.
Yes, please share a video about Monogame
I learned game dev with XNA in 2017, right before Microsoft sunset it. Monogame was a lifesaver for my projects, I've been using and loving it for years. Great to see it getting some big attention and support.
I gotta go buy Terraria for sure, this is such a respectful act, and a clear sign that if you push greed and monopolyzation too far, people are just going to find another ways, to the greeder demise... I love this stuff.
I think there will be some "pirated" version that will work like unity but not unity
Those Unity engineers that quit over this have to go somewhere.
Yes there will be.. just don't get caught or you might have some legal issues..
@@michaelzomsuv3631 It's a question as if they can continue remaining a legal entity with so many people jumping ship lately.
Super interested in a MonoGame tut!
what is XNA? I am kind of curious what that is so I would watch a video on MonoGame.
Supergiant games built every one of their games on monogame (Bastion was on XNA at first) up until Hades when they switched to The Forge framework.
Great video! I'm mostly working with Unreal Engine, but I recently decided to save my old 3D first person RPG game made with XNA 4 and ported it to MonoGame. I thought it's a dead engine, but still a really good one. Looks like it's not as dead anymore. ^_^
I'd love some tutorials about Monogame.
Years ago, when I was an IT student, I did an internship/finished a training program where I was taught C# and thought it was time to begin my game development journey... But I got swarmed by my studies and eventually became a fantasy author instead. I'm loving it but I'm thinking of pursueing my earlier goals in life and the only engines that piqued my interest were Godot, Love2D(which is a framework more than an engine, ik), and Monogame(my first option back then since I didn't really like Unity)
I've made a Tower Defense Mobile-Windows Phone 8 game in XNA in the past. But I would really like to see the differences and improvements between MonoGame and FNA. I've read a lot of thoughts, but I'm not sure what really fits my interests better. FNA is more powerful? Is MonoGame more practical and popular? I do not really know. Please do a video about this! 😅
And Kudos to Relogic. You’re amazing. I was about to type awesome and amazing at the same time. Perhaps that should be a word.
Godot could use donation in the form of professional AND experienced engine developers evaluating it and recommending systematic improvements.
I would definitely love an updated MonoGame video
I would really like to see a video about Monogame's basic workflow, specially to understand why it has so many indie darlings made with it.
I started with XNA as well, got to give it to Microsoft, XNA was very well done and one of the earliest ways for real indies to get onto consoles. Glad monogame kept it going.
I think MonoGame could really thrive if we develop complementary packages that can integrate with MonoGame to add features to make it a type of Game Engine to fit the specific needs of a game. Rather than a full-featured game engine with 90% of features you don't need for a specific game but needed for others.
Regardless of Unity changing their decision - it would be cool to hear more about MonoGame!
Love MonoGame. Helped us bring one of our titles to PS4 back in the day from Xbox 360. Using it now to get back into game development.
I made so many games with monogame.
Latest was a voxel based raycaster using compute shaders for my master thesis
Id love to hear an un update on the framework! Lots has probably happeed since your last runthrough of it.
Unity will come out stronger than before
Coming off from Unity and I actually like MonoGame. It will take some time for me to learn how to do things but the freedom and control over the project is just what I needed. And the games you create are all yours!
All the godot tinkerers come out of the woodworks! I have to show off some of the 2d shadow technique in godot by making a normalmask for sprites. It is quite satisfying in my unfinished stealth demo.
Your thumbnail game is getting out of control! Great job 😃
An update video on Monogame would be great
I'd be interested to see a video for Monogame. I've heard a lot about it but never used it and it would be great to see what its like. From a personal view point, I mostly develop on Linux so I have been thinking about potentially using it in the future anyway.
1:32 oh I remember XNA, it was Unity before Unity
Would love to see a modern mono tutorial
Just like Wizards earlier this year, honestly can't believe they tried the some so similar
Even Stardew Valley was made in MonoGames
I would love a video about mono, I just started using it for my project and then saw this video. I want to give my thanks to unity for self-destructing because now monogame will have better support
FNA is more about preservation but it also reportedly has a bit better performance (old claim, probably not current) and lacks certain problematic features namely the content pipeline
a MonoGame video would be interesting, because firstly, it's pure C# (so alot of systems from Unity port over more easily), and there are alot of bootstrapping required to even start (physics for example is actually not built into MG), and third, who doesn't like the classic Hello World program of having that blue screen.
Any good monogame tutorials? This old was from 8 years ago
I also have a book I bought quite a few years ago called MonoGame Mastery which shows you how to develop a shoot 'em up game and use that knowledge and best practices for your own. I never really finished it though, as I got more into Godot. Might be worth looking into if someone is interested.
FNA is fantastic. Microsoft shouldnt have canned XNA
Yeah it stings so bad knowing how much potential that had
We need more Monogame tutorials!
I honestly thought MonoGame got completely subsumed into Xamarin along with regular Mono, glad to see it make a resurgence. :)
I remember using monogame a few years back, it was a ton of fun, though it wasn't the type of game dev stuff I was looking for, but it probably is for others.
(I'm not a big fan of C#, and I wanted/want to learn and do stuff more low level, making stuff myself)
please, a couple a months ago I bought a course about Monogame because Unity was just not clicking with me...but there is a shortage of tutorials, please do Monogame videos!!
This catalyst sounds just like what we got with Blender. In 5 years we'll see these OSS engines become industry leading
Depends a bit on how you define "industry leading". I doubt they'll dethrone Unreal for AAA or other high-end projects in that amount of time.
In terms of market share its possible (Unity had almost 50% prior to this mess so that's a lot of devs to split across the alternatives). Mostly a matter of whether a single one ends up leading the pack by a large margin or if several of them see similar rates of uptake. In the latter case its questionable whether any one will overtake Unreal (though "OSS" engines as a combined group almost certainly will, so again it depends on your definition).
If nothing else though, its going to be some wild and interesting times for the next few years as the whole industry re-sorts the winners and losers among so very many options (I had no clue just how many high-quality engines existed until this! I knew of several but it feels like I've heard of at least one or two new ones every day for the past week!)
a unity to monogame vid would be cool!
Wind from heaven man.
People want a magic solution to make games, a "game engine" with a lot of features that just do a lot for you so you don't have to code it yourself. This is specially true with Unity, who really spoiled it's developers with it's ease of use. If you are a Unity dev, Monogame is a step in the right direction. You will get an experience closer to the "bare metal" of developing games. You have image loading and sprite drawing, font loading and drawing, audio loading and playing, and some, (not very well abstracted) 3d capabilities. The rest you will have to do yourself, collision, camera, "physics" if you want to, etc. It feels much closer to what to what actually developing a program in a native language looks like.