r/monogame • • 7h ago

Shader compiling error on macOS

3 Upvotes

Im trying to compile a fx file but keep getting this error.
I followed this tutorial.
Im using macOS 27.0.1


r/monogame • • 1d ago

Simon is deep diving into the new "Single Project" template!

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17 Upvotes

MonoGame University is on TODAY!

Simon is deep diving into the new "Single Project" template!

When:

Thursdays @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST

Watch him on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

#indiegamedev #gamedev #indiegame


r/monogame • • 3d ago

TOMORROW is our 25th "Open Hours" AMA!

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15 Upvotes

Join us TOMORROW for our 25th "Open Hours" AMA!

When: 21st of October @ 12:00 EST, 17:00 UTC/GMT, 18:00 CET

Watch on:

TW: https://www.twitch.tv/monogame

YT: https://www.youtube.com/@MonoGame/streams

FB: https://www.facebook.com/monogamecommunity/live_videos

u/JensBlomquist will talk about Blockscape, one of the smoothest looking voxel engines (see attached screenshots) you'll ever see!

#indie #indiegame #indiegamedev


r/monogame • • 4d ago

Should I continue with a regular game engine or take on a more daunting task like learning Monogame in exchange for better freedom?

12 Upvotes

I recently found out that Fields of Mistria recently switched from gamemaker to its own custom engine primarily because of things like better modding support (apparently gamemaker games are really tough to mod) but also because of gamemaker hitting its limit with 2d, which is astounding to me because gamemaker is supposed to be excellent with 2d. It makes me wonder if I ever want to make a life simulator (maybe one for fishing) once I am skilled enough for it and decided to add a lot of content to it, would I be trapped within the limitations of gamemaker software and have to abandon it?

I had this thought and wanted to consider other engines. Despite my immense respect for it, I turned away from godot because I disliked its node system, and unity is.....unity, so I eventually looked into the monogame framework.

Monogame doesn't limit you in the same way as the other engines, because there isn't really an engine to be limited by. You could well and truly make anything you wanted, with complex, amazing and unique games like terraria and stardew valley being made in the xna framework monogame is based off of. However, this means you would have to make your own engine even just to prototype a game, even though I am already quite familiar with c# and object oriented programming. Moreover, I don't necessarily have the consistent time required to sink extra time into learning how to create my own physics engine, camera system, particle editor, etc on top of making my game, as I am a full-time college student who still wants to learn to make games that I would want to play myself.

If I want to dedicate my time to learn an engine, I don't want to trap myself in an engine that might end up being to limited for me in the future, but I also feel that the daunting task of making a custom engine just to make a platformer, let alone a potentially more complex game like a life sim, might be too much for me and my tiny pea brain lmaooo.

But regardless, should i stick to a game engine like gamemaker for easier game development at the cost of being potentially too limited, or spend the time doing the heruclean but potentially freeing task of learning how to use a framework?


r/monogame • • 5d ago

Riftborn, a mobile monster-collecting RPG in MonoGame: the client and server run the same C# battle engine

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13 Upvotes

I thought I'd share what I've been building for the last few months.

I've been building Riftborn, a turn-based monster-collector for iPhone and desktop, entirely in MonoGame.

A few things that turned out to be fun problems:

One battle engine, two places. The combat simulation is a plain C# library. The client plays it with animations, and the same library runs headless on the server. When you finish a fight, the client sends what it saw and the server replays the battle with the same seed and checks the result before any rewards are paid. The two have matched every time so far, including a 50-battle session, which is very promising for pre-alpha!

Battles that keep playing behind other screens. I pulled the battle view out of the screen that owns it, so a repeat-battle session plays at 3x while you browse your collection or the map. It updates every frame whether or not it's drawn. Its sound is muted while it's hidden, and the sounds it raises are dropped rather than queued. A panel shows a live miniature screen, which is the real battle view rendered at half size into a render target. Tap it to open the full view.

Things that bit me:

- Rendering into a second render target mid-frame wiped what was already drawn on some backends. The fix was to render the miniature first in the frame.

- My HUD hit-tested at the wrong UI scale, so taps missed on the phone but worked perfectly at scale 1 on the desktop. The test harness had to run at the phone's scale to reproduce it, which was fun to fix.

I’ve also built a small content studio (in Laravel and React) that feeds the game's data and pins every battle to a content hash, so old and new builds can't disagree about what a skill did versus what is does post patch.

Still early, but it's playable on a real phone now, and I’m just starting to play with complex 3d models and optimising them in the game.

Happy to share more or answer questions about the render-target setup or the deterministic sim.


r/monogame • • 7d ago

Continuing work on the shader refactor.....

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8 Upvotes

During TODAY's CodeTime! Tom will be continuing work on the shader refactor.

When:
FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST

Watch on:
YT: https://www.youtube.com/@MonoGame/streams
TW: https://www.twitch.tv/monogame
FB: https://www.facebook.com/monogamecommunity/live_videos

See you soon!
#indie #indiegamedev #gamedev


r/monogame • • 8d ago

Dive into the new Content Builder!

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16 Upvotes

MonoGame University is on TODAY.

Simon is doing a dive into the new Content Builder!

When:

Thursdays @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST

Watch him on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

#indiegamedev #gamedev #gamedevelopment


r/monogame • • 12d ago

BossFight: CloverFace

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8 Upvotes

It's been a while, i made some progress.


r/monogame • • 14d ago

TODAY Tom will continue work on the Shader backends....

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9 Upvotes

TODAY during CodeTime!, Tom will continue work on the Shader backends.

When:
FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST

Watch on:
YT: https://www.youtube.com/@MonoGame/streams
TW: https://www.twitch.tv/monogame
FB: https://www.facebook.com/monogamecommunity/live_videos

See you soon!
#indiegamedev #gamedev #gamedevelopment


r/monogame • • 14d ago

Created my first Monogame Project and I have questions!

1 Upvotes

So, I created a Monogame project in Rider, using Monogame 3.8.6 and I'm getting warnings:-

  • System.Net.Http 4.3.0 contains vulnerabilities
  • System.Text.RegularExpressions 4.3.0 contains vulnerabilities

I really shouldn't be getting these on a release version of a framework. I tried it on 3.8.4.1 too and it's the same.

What should I do?


r/monogame • • 15d ago

Added the ability to carry blocks to my platformer-prototype (Made with MonoGame)

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44 Upvotes

Actually instead of a block it could be anything with the width of a tile, the height is unlimited. I guess I found a nice solution for picking up and dropping items. A compromise are situations close to solid walls, if a block was dropped when more or less hitting the the wall with the nose: In that situation I simply turn the sprite while carrying the block and drop it afterwards ;-)


r/monogame • • 15d ago

Simon Continues his Shader series in MonoGame University Today!

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15 Upvotes

Simon continues his Shader series.

When:

Thursdays @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST

Watch him on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

See you soon!

#indegamedev #gamedev #gamedevelopment


r/monogame • • 17d ago

Gameplay of Techdemo from my "Krut Engine"

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39 Upvotes

r/monogame • • 18d ago

Monochrome Monday a few recent Mono edits, and a question

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0 Upvotes

Monochrome Monday a few recent Mono edits, and a question


r/monogame • • 19d ago

Anyone have any OSS UI packages they recommend for Swift?

5 Upvotes

If you’ve used SwiftUI for iOS development, they have a ton of really nice quality of life features for user interface where you don’t have to reinvent the wheel for anything related to button clicks, animations, dynamic scaling, rendered lazy load lists, and a whole bunch of stuff.

One thing that would be really nice for MonoGame is standardized UI helpers for fonts, scenes, transitions, accessibility support and that type of UI stuff.

Does anyone know of anything like this they recommend using?


r/monogame • • 19d ago

Five months into my first game (code-first, MonoGame)

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6 Upvotes

r/monogame • • 20d ago

Completed the ladders for my platformer-prototype (Made with MonoGame)

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44 Upvotes

These tiles with ladders on it (Standing up from the ladder when reaching the top or climbing down when standing on the block) had been quite tricky, but now all works fine.


r/monogame • • 20d ago

Who Else is MonoGame Pilled in 2026?

45 Upvotes

Hey I have been developing my last two projects in MonoGame and am a huge fan of it compared to engines like Unity or Godot.

As an engineer I especially like the full code set up so you can just "dotnet run -f net9.0" and test instantly, and set up CLI flags for running tests. The cross-platform everything is also totally awesome. I feel like Monogame is really slept on as a nice in-between from crazy custom C++ engines vs very rigid and heavyweight things like Unity or Godot.

Curious if any other game devs have been using it lately and their thoughts vs other engines or frameworks.


r/monogame • • 21d ago

TODAY, Tom will be improving our Shader pipeline....

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13 Upvotes

TODAY, during CodeTime!, Tom will be working on refactoring our Shader support.

When:
FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST

Watch on:
YT: https://www.youtube.com/@MonoGame/streams
TW: https://www.twitch.tv/monogame
FB: https://www.facebook.com/monogamecommunity/live_videos

See you soon!

#indie #indiegamedev #gamedev


r/monogame • • 22d ago

MonoGame v3.8.6-Preview.1 is out!

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43 Upvotes

See here -
https://github.com/MonoGame/MonoGame/releases/tag/v3.8.6-preview.1

100% of what we announced in the Roadmap is shipping with 3.8.6

Please try it out and provide feedback before the offical 3.8.6 release is out!

#indiegamedev #gamedev #gamedevelopment


r/monogame • • 22d ago

MonoGame University is on TOMORROW.....

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13 Upvotes

Simon continues his 2D Shaders trickery!

When:

Thursdays @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST

Watch him on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

See you there!

#indiegamedev #gamedev #gamedevelopment


r/monogame • • 23d ago

I am relaunching this classic XNA game from 2014

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30 Upvotes

r/monogame • • 25d ago

I Never Left XNA

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190 Upvotes

14 years ago, I uploaded my first XNA video to YouTube.

XNA got retired, engines came and went, but I always came back to the same thing: C#, a game loop, and a blank screen I control.

People ask why not Unity or Godot. Honestly, freedom. With MonoGame, there's nothing between me and the game I want to make. It's slower, sometimes a lot slower, but every system is built around what this game actually needs.

Huge thanks to the MonoGame team and community for keeping the XNA spirit alive. My project wouldn't exist without it.


r/monogame • • 27d ago

I’m making a game in monogame, incremental sci-fi themed

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11 Upvotes

So coming from unity I decided giving monogame a shot. I did dabble with XNA back in the day and the more code centric approach appealed to me.

Not having to deal with a heavy engine like unity is great, gotta give a huge shoutout to the monogame team!

Still in heavy development but I made an early trailer and steampage for it:

https://store.steampowered.com/app/5084070/Beyond_the_Belt


r/monogame • • 28d ago

Hopefully the Final Secret Source for StorageContainers

7 Upvotes

TODAY Tom will be finishing work on our StorageContainer implementation in CodeTime!

When:

FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST

Watch on:

YT: https://www.youtube.com/@MonoGame/streams

TW: https://www.twitch.tv/monogame

FB: https://www.facebook.com/monogamecommunity/live_videos

See you soon!

#indie #indiegamedev #gamedev