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Game Development

Build a Space Shooter with MonoGame – 6

Now that we’re done with the classes for our game object’s, let’s create one more class for our menu buttons.  Add a new class named MenuButton.cs.  In that class, add the usual two using statements.  This class does not need to extend anything. Next, add the following fields and properties: Then we will add two

Build a Space Shooter with MonoGame – 4

Next let’s create a new class named Entity.cs.  The player spaceship and any other enemies in the game with inherit the properties of this class.  In our new Entity class, add a using statement for Microsoft.Xna.Framework.  Every entity will store the following information: is rotatable, scale, position, source origin, destination origin, and physics body.  Add

Build a Space Shooter with MonoGame – 3

Now, we know every game worth it’s money has a game state system of some sort.  I mean this as in, most games have a main menu, a play state, and a game over state.  Something like that. We will have to build this sort of system. For this, we will be utilizing the enum

Build a Space Shooter with MonoGame – 2

If Game1.cs is not already open in your code window, you can navigate to it via the Solution Explorer.  Once Game1.cs is displayed, add the following to the using statements at the top: using Microsoft.Xna.Framework.Audio; using System.Collections.Generic; using System; We will need the audio part of MonoGame in order to load and play our sounds.

Build a Space Shooter with MonoGame – 1

INTRODUCTION In this course, we will be creating a space shoot-em-up game with MonoGame!  MonoGame is an open-source implementation of XNA, and has a very active community surrounding it.  Before we get started, it will be important that you have MonoGame installed. If you need to install MonoGame on Windows, you can check out our

Build a Space Shooter with MonoGame – 5

The last two classes we’ll add will be devoted to the scrolling background system.  Create a new class, and name it ScrollingBackground.cs.  This class does not need to inherit anything.  It will still need the two usual using statements.  We will want to add two fields containing background textures and layers: The step is to

Using TrueType Fonts with MonoGame

Today I was reading up on how to load TrueType fonts into MonoGame (version 3.7.1), but couldn’t get the TTF file to build with the MonoGame Pipeline Tool. In this tutorial, I will be covering my slight workaround in order to load TTF fonts into MonoGame. First, create a new MonoGame project if you haven’t

Setting up MonoGame on Windows

MonoGame

MonoGame is the most powerful frameworks for creating cross-platform games.  One of the great features about it, is that it’s open-source. If you ever need to adjust something within the framework itself, you can do it.  The MonoGame community is a very active community with hobbyists and professionals alike. The purpose of this guide is

Creating a “Center to Edge” Starfield with Phaser 3

In this tutorial, we will be creating what I call, a “center to edge” starfield. The final result will look like the following: Tutorial Requirements Basic to intermediate knowledge of JavaScript Web server Code editor (not necessarily required, but highly recommended) Ensure a Web Server is Set Up Even though Phaser games are ran in

Top-down Infinite Terrain Generation with Phaser 3

In this tutorial, we will be creating an infinitely, procedurally generated, map with Phaser 3.  You can visit Phaser’s official website to find out more information about Phaser. Tutorial Requirements Basic to intermediate knowledge of JavaScript Web server Tutorial assets Code editor (not required, but highly recommended) Ensure a Web Server is Set Up Although