Adding levels to my custom game engine (C#/MonoGame)

  Рет қаралды 20,358

Alex

Alex

Күн бұрын

Or, a 17 minute long ramble about data structures and level editors.
💬 Discord: / discord (Come say hi!)
🎮Check out our game, PSYCRON: store.steampowered.com/app/13...
Incidental music, audio editing, script editing: ‪@henryh3738‬
Credits music: ‪@gofour3‬
Dwarf fortress footage: ‪@measlymeatloafsbagoftricks7138‬
I ended up using Ogmo, but Tiled and LDTK are both awesome!
Tiled: www.mapeditor.org/
LDTK: ldtk.io/
OGMO Repo: github.com/Ogmo-Editor-3/Ogmo...

Пікірлер: 92
@donsk324
@donsk324 8 ай бұрын
Wait till he realizes that the SpriteBatch class (as the name suggests) batches all sprite draw calls into a single (Vertex) object and makes a single gpu draw call when the End method is called...
@Quique-sz4uj
@Quique-sz4uj 8 ай бұрын
Yeah lol
@MooniPuss
@MooniPuss Ай бұрын
makes a lot of sense now that you say it, but I also didn't know this 😇 your comment made me laugh tho xD
@flowwaveyt
@flowwaveyt 10 ай бұрын
It's pretty cool to see how someone else makes their engine in an extremely similar way to how I made mine. Can't wait to see more from you!
@AQGamedev
@AQGamedev 10 ай бұрын
Thanks! And best of luck with your engine stuff. What do you use as your back end?
@flowwaveyt
@flowwaveyt 9 ай бұрын
@@AQGamedev Monogame as well. Probably never going back to anything else for 2D because I love it so much!
@hades8131
@hades8131 7 ай бұрын
@@flowwaveytI want to start game engine development using monogame too can you recommend me some resources?
@bloom945
@bloom945 9 ай бұрын
i love the adhd energy of this
@IDontReadReplies42069
@IDontReadReplies42069 3 ай бұрын
The editing is the worst part, so obnoxious
@ramok1303
@ramok1303 3 ай бұрын
@@IDontReadReplies42069 Why? I think it's really nice and kinda professional.
@IDontReadReplies42069
@IDontReadReplies42069 3 ай бұрын
@ramok1303 different pages for different ages I guess
@Logboy2000
@Logboy2000 2 ай бұрын
Love how he just randomly goes to a concert for some reason
@Joe-lj5ds
@Joe-lj5ds 9 ай бұрын
Data oriented design is about setting up your data structures in a way that is cache friendly to your CPU, it doesn't really have anything to do with using components on your entities. The reason ECS and DOD are often brought up together is because a proper ECS framework (which looks quite different than just having entity components) uses elements of data oriented design to speed up your game significantly. For 99% of games ECS is totally overkill and writing your code in a way that's more productive for you is way more important
@olbluelips
@olbluelips 6 ай бұрын
It’s cool to see people make their own game engines. Nice work!
@emisorano
@emisorano 2 ай бұрын
the kicker: we need audio alex: oops, we don't got audio yet!
@jerrydengzhu
@jerrydengzhu 9 ай бұрын
Amazing stuff Alex, I look forward to watching your next video!
@TheyCallMeXander
@TheyCallMeXander 9 ай бұрын
Great stuff, and very informative! I really liked the editing on it, and what I could understand LMAO!
@Itzame3756
@Itzame3756 6 ай бұрын
Been watching your videos. You’re doing awesome bro! Love your content and you’re definitely going places
@alexflavoie
@alexflavoie 9 ай бұрын
Calling ECS over engineering while building your own engine is crazy 🤣
@TheRomanAbbasid
@TheRomanAbbasid 7 ай бұрын
I had Psychron on my steam wishlist, don't remember when I added it. Watching your most recent videos, as a software engineer getting into gamedev, made me go ahead and purchase it. Really enjoy your videos, always love seeing behind the scenes on game development.
@skit_roll
@skit_roll 9 ай бұрын
Great freaking video, Alex!!! Knocked it outta the park again
@ALHJ1997
@ALHJ1997 7 ай бұрын
Keep this going, you've made some quality content here!
@ferenc_l
@ferenc_l 9 ай бұрын
The ECS comment is on point haha! It's a great idea on paper but to be honest, i am always too lazy to use ECS 😅
@Baelfyr
@Baelfyr 9 ай бұрын
New video! Nice. Looking forward to more.
@yenu
@yenu 9 ай бұрын
once again a mesmerizing watch
@lenargilmanov7893
@lenargilmanov7893 9 ай бұрын
Yeah, realizing that I can just use components without building a whole ECS for that was a big deal for me. I also thought that I just invented something brand new, but then it turned out that Unity has been using the same architecture with GameObjects and Components for years. Except my system is cooler cause shared properties(such as entity's position in space) are passed around using dependency injection instead of searching the array of components for the one that has it.
@Videoboy45
@Videoboy45 2 ай бұрын
12:10 Awesome--- I'm also modifying Ogmo Editor as well! But bro, just in case you need to say it in person to anyone, "Decal" is not pronounced like that 😂
@gabrieldechichi8695
@gabrieldechichi8695 Ай бұрын
Hey Alex, great video. I usually don’t comment on KZfaq videos, but figure I should on this one. Your idea to generate a texture on the fly for the entire level to reduce draw calls is not the best solution here. You are right that one draw call per tile is unacceptable, but there are many techniques to solve that, specifically in this case, you can use Sprite Batching or GPU instancing. Both are about issuing one single draw call to render a lot of objects with different properties, and they will perform much better than the “generate texture on the fly” solution. Maybe take a look at these concepts online, and good look with your engine!
@michaelpalmer2143
@michaelpalmer2143 9 ай бұрын
I've always preferred writing a custom ingame editor. There's not much to it really, and the advantage of tight integration is huge. I've been using mostly python/pygame recently, but started using MS Visual Studio 1.0 to compile C code into 16-bit real mode DOS games limited to 0.5 MB of RAM and 320x200 mode 13h graphics with a 256 color palette. There's a couple trailers on this youtube account.
@distantforest2481
@distantforest2481 9 ай бұрын
With Tiled you can make it automatically export a json file, and run your game with a press of a button (Commands). It's pretty easy to set up, its like setting a binding. Json is also pretty easy to parse, C# should have a lot of options for this. For the grey box colour, you can change it to any colour if you so desire. For instance I have blue boxes for collisions, and yellow for triggers. As for manually adding properties, tiled also has a "Custom Types" feature where it makes this less painful. You can add these 'class objects' to any object. There's still some set up but there is less you have to do for each thing.
@bryandang
@bryandang 9 ай бұрын
another amazing video by my favorite weezer fan
@Vitamin_Games
@Vitamin_Games 9 ай бұрын
Great video! Glad I found you before your inevitable blow up in popularity! Best of luck on the game 👍
@jaaferelsadig
@jaaferelsadig 6 ай бұрын
Please keep this going, not enough monogame content
@nolram
@nolram 3 ай бұрын
I am really hoping there will be another part to this!
@lunathegoof
@lunathegoof 9 ай бұрын
the w*ezer sequence was truly beautiful
@cantwontdo9127
@cantwontdo9127 6 ай бұрын
love your editing style dude!
@IDontReadReplies42069
@IDontReadReplies42069 3 ай бұрын
It's so obnoxious
@cantwontdo9127
@cantwontdo9127 3 ай бұрын
Ok
@IDontReadReplies42069
@IDontReadReplies42069 3 ай бұрын
@@cantwontdo9127 glad you can see the light, seriously the reason why no body can pay attention to anything these days is partly due to this insane adhd editing
@cantwontdo9127
@cantwontdo9127 3 ай бұрын
@@IDontReadReplies42069ya
@hades8131
@hades8131 7 ай бұрын
Hey can you recommend any resources for starting game engine development using monogame and c#
@lolhahalaughlaugh8033
@lolhahalaughlaugh8033 2 ай бұрын
Hey man, i am making a game engine in csharp aswell and this is a massive insporation for me. Mine uses python but the actual engien is made in csharp (so you use pygame in it) and im planning on adding js, lua and csharp. seeing this makes me really exited for mine
@HikeYegiyan
@HikeYegiyan 9 ай бұрын
public class Scene : YourMother { } FUNNY GUY EH
@A3leafClover
@A3leafClover 10 ай бұрын
Yoo nice! Iv been waiting for a new upload for a while
@hyeve3551
@hyeve3551 9 ай бұрын
as someone who actually enjoys graphics programming and has spent a lot of time understanding why certain things are done the way they are, some of your technical decisions are painful lol but hey who cares if it works in the end
@makeitsogames
@makeitsogames 9 ай бұрын
great timing with the Unity fiasco.
@AQGamedev
@AQGamedev 9 ай бұрын
two years of telling everyone I actually wasn't crazy for rolling my own solution finally paid off lmao
@alexanderjasper_
@alexanderjasper_ 7 ай бұрын
This is fucking crazy, my name is Alex too, I’m in the process of switching to Monogame and I have Pinkerton and blue album vinyls
@intangiblematter_misc
@intangiblematter_misc 9 ай бұрын
I did a double take at that Weezer gag for a major reason. First of all, when I first stumbled on your videos I thought "this is exactly what I would want my videos to be like" Then I realized you *also* have some strong programming opinions, which is always great. Then I realized we both live in the fucking Vancouver area. So... any chance you'll be at the FullIndie Meetup on Tuesday? It'd be great to meet you!
@AQGamedev
@AQGamedev 9 ай бұрын
Ayyy fellow Vancouverite! I'd love to but it overlaps with my work hours. Maybe some future one though, thanks for the kind words!
@intangiblematter_misc
@intangiblematter_misc 9 ай бұрын
@@AQGamedevDamn. Well, it's always the first Tuesday of the month! It would be great to have you there! It definitely biases a bit middle aged, so it's always nice to see some more people who are a bit younger :p
@Junkman
@Junkman 9 ай бұрын
Bro just use a rendertarget array. You can segment your levels into chunks, those chunks can have multiple layers (more rendertargets) then you're done.
@FolkerHQ
@FolkerHQ 9 ай бұрын
still curious, if your game will release on the OUYA. Greetings from Berlin, Germany.
@cryptorcd9352
@cryptorcd9352 9 ай бұрын
Sooo next devlog in 2024? Really enjoy your style of editing
@AQGamedev
@AQGamedev 9 ай бұрын
at my current pace, 2024 is optimistic haha
@cryptorcd9352
@cryptorcd9352 9 ай бұрын
@@AQGamedev Well see ya in 2030 then :D
@user-qy7yz7gq9j
@user-qy7yz7gq9j 8 ай бұрын
It is really astounding that all of that could have been done in about an afternoon if you used bevy...
@warkah7557
@warkah7557 6 ай бұрын
You are hilarious.
@DaydreamStudios_Official
@DaydreamStudios_Official 9 ай бұрын
Subscribing!~
@snakelancerhaven
@snakelancerhaven 10 ай бұрын
yooo m3d
@AQGamedev
@AQGamedev 10 ай бұрын
@pwhv
@pwhv 9 ай бұрын
why not just create a level editor on monogame and using c# export the hierarchy of the level, create a c# level reader and store in ram while loading a level ingame
@luke-gamedevlearning
@luke-gamedevlearning 2 ай бұрын
15:04 - You can do that (*you can do all of those things with ease in C#, I do all such things, only people are bad and suck) in C#, more than 6 months ago, and it's easy. How are you lost on that?
@dev.bodyaq
@dev.bodyaq 9 ай бұрын
In which era of this cinematic universe does the switch to FNA happen?
@AQGamedev
@AQGamedev 9 ай бұрын
At the rate the videos are coming out, late 2024. In real life, I made the switch a few months ago and am loving it lol
@Eros_Hai
@Eros_Hai 9 ай бұрын
wait he switches to FNA!?!?
@thfona
@thfona 9 ай бұрын
​@@AQGamedevI'm really curious about the reason for this switch to FNA. I just got started with MonoGame, is FNA a better choice?
@kungermoon
@kungermoon 9 ай бұрын
@@AQGamedev Hi, could you tell us why you switched to FNA? I'm planning to make my next game in MonoGame and knowing if it's better than FNA would be helpful
@AQGamedev
@AQGamedev 9 ай бұрын
@@kungermoon I switched to FNA because I was having a (at the time) untraceable performance issue with monogame. Switching to FNA gave me enough of a performance boost to hide it. Monogame's updates were extremely infrequent, while FNA still gets new releases every month. FNA also disincentivized the use of the content pipeline (I hate the content pipeline) while monogame put efforts into expanding it. Tldr: Realistically, you can use either and you'll be fine!
@MysticRiverGames
@MysticRiverGames 9 ай бұрын
Great video!, I also make games and videos on Monogame and it is nice to see other people using the same framework. About the editor, I instead chose to put it inside my game, because... why not!? once inside it is really fast to prototype levels and play test them!, then I started adding pretty much everything I can imagine into my game as extensions so I can change anything at any time while playing.
@michaelpalmer2143
@michaelpalmer2143 9 ай бұрын
Completely agree. Level editors aren't hard to write and the tight integration is great. Of course everything is easy in python anyway. I write simple games, but never ran into performance issues from pygame. They even run a my Linux based retro handheld (RG351p)
@mikaelfoster9726
@mikaelfoster9726 9 ай бұрын
Killin me smalls 😅 "dee cal" not dec al 😅
@n3y
@n3y 9 ай бұрын
guys I have a feeling alex doesn't like rust
@sporky9861
@sporky9861 6 ай бұрын
excellent video!! why do you pronounce decal like that though
@AQGamedev
@AQGamedev 6 ай бұрын
deckhakl
@OmegaFalcon
@OmegaFalcon 9 ай бұрын
So basically what you're saying is... I should just keep using Unity 🙃
@AQGamedev
@AQGamedev 9 ай бұрын
preparing orbital strike
@jad4693
@jad4693 9 ай бұрын
ive never in my life heard anyone pronounce decal like deckle huh
@JustAPersonalUseBarb
@JustAPersonalUseBarb 8 ай бұрын
Decle? Decle?!
@heteroerectus
@heteroerectus Ай бұрын
I liked how you started out saying decls and then switched over to saying deecals
@haxenFilp
@haxenFilp 3 ай бұрын
Scene : YourMother error: over 1000+ GB!
@derrikcreates
@derrikcreates 9 ай бұрын
14:09 is there a reason you are not using reflection? Adding comments as metadata seems clumsy. Jamie King has a really good playlist on YT called "C# Attributes and Reflection" that goes over this. the tldr is. you can add metadata to objects and later gather what object has what metadata class. If you have ever serialized a class to json you might have used the [JsonIgnore] attribute to tell the json serializer to not process that field. in your case you could create a [NoEditor] attribute that applies to a class and when you are loading the editor you can skip over any class with that attribute without needing to know what type the class actually is.
@Will-Eves
@Will-Eves 9 ай бұрын
When’s Mr Kujo gonna get his stand in the engine ⁉️
@AQGamedev
@AQGamedev 9 ай бұрын
「BUDDY HOLLY - THE WORLD」
@GunGunAnimated
@GunGunAnimated 17 күн бұрын
1000th like
@HalfAsleepSam
@HalfAsleepSam 21 күн бұрын
Your pronunciation of decal causes me actual mental pain lol
@sjoerdev
@sjoerdev 9 күн бұрын
using monogame means you ARE using an existing game engine...
@jayson709
@jayson709 9 ай бұрын
Promo sm 😍
@smezzy5541
@smezzy5541 10 ай бұрын
first
@user-jv6pz7lc1n
@user-jv6pz7lc1n 8 ай бұрын
stop hating node, it's what half of the web runs on! Also, its not all that hard to get setup, use nvm or nvm-windows
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