@Will_Hawthorne wrote:
I've recently been working on a few tutorials related to the Tilengine rendering library. My primary engine of choice is Unity 3D. But I was pleased with the results I was getting, so I decided to install Monogame, and give that a go as well. Over the last weekend, I was able to successfully port the tutorial I was working on to Monogame.
I'll be posting the tutorial in a few days, along with zip of the sample project. It's going to be extremely bare-bones, but will provide a working example of Tilengine embedded into Monogame.
At first, I was hesitant to even bother porting it over, as Monogame already has a fairly decent 2D drawing system. A lot of modern engines don't bother with 2D pixel graphics, preferring instead to rely on a 3D rendering back-end. But the Sprite Manager in XNA and now in Monogame is relatively capable when it comes to supporting and scaling pure 2D pixel graphics. I originally sought to embed Tilengine in Unity because Unity's 2D pixel support is considerably more lacking.
But when I was poking through these boards I noticed that there does seem to be some desire for a decent color palette solution for 2D low-res sprite-based games. Monogame's Sprite Manager is solid for pixel-focused drawing, but it still requires custom shaders in order to support color palettes. (and even then not well) Being able to control and render dynamic color palettes is one of the big strengths of Tilengine.
I'm not sure how much actual interest there will be, but I'm planning on maintaining a version of my Tilengine C# mapper targeted at Monogame.
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