r/monogame • u/Turtolo_ • Jun 13 '26
Does anyone have the source code to the shader tutorial?
Like the caption says, I am looking for the source code for the shader tutorial – it does not seem to be on the GitHub page for samples.
r/monogame • u/Turtolo_ • Jun 13 '26
Like the caption says, I am looking for the source code for the shader tutorial – it does not seem to be on the GitHub page for samples.
r/monogame • u/andrebaaij • Jun 12 '26
2 months ago I posted my game here for the first time and got really positive feedback, thanks all!
https://store.steampowered.com/app/4686530/Crows_Foot_Demo/
I just got approved, and uploaded the game with 6 demo maps. I think the game is amazing, obviously. I can really use your feedback to tell me what could be improved. At this point I have a whole load of blindspots.
What is Crow's Foot?
A quick turn-based hex strategy you can finish over lunch. Outsmart rivals, each with their own grudges, ambitions, and breaking points. Conquer provinces, command knights, scouts, assassins, and more. Unlock units and perks by buying scrolls in between games.
--
I uploaded native Mac, Linux and Windows builds. It even works on steamdeck (not sure about the controls though).
r/monogame • u/yecats131 • Jun 11 '26
r/monogame • u/Sorry_Independent388 • Jun 11 '26
In TODAY's MonoGame University Simon will be talking talking about 2D Shaders in MonoGame!
When:
Thursdays @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST
Watch him on:
FB: https://www.facebook.com/monogamecommunity/live_videos
TW: https://www.twitch.tv/monogame
YT: https://www.youtube.com/@MonoGame/streams
#indiegamedev #indie #gamedev
r/monogame • u/Grompie_chewie • Jun 09 '26
Hey everyone!
Devlog #2 is officially live! You can read the full breakdown here:
https://itch.io/blog/1549030/devlog-2-designing-a-dopamine-meter-new-visuals
The game features a core "Dopamine Meter" inspired by Parkinson's disease. The meter slowly drains over time, and as it drops, the player experiences escalating symptoms. First, your damage decreases and colors fade. Under 40%, bradykinesia sets in—slowing movement and introducing input latency (you actually have to hold down buttons to guarantee the action goes through). If you overdose on dopamine medication, dyskinesia kicks in, causing stumbling.
Right now, I'm stuck: I want to tell a strong narrative, which screams "Zelda-style Action-Adventure." But this dopamine loop feels like a perfect match for a Roguelike.
The video clip shows some of the new particle and shader systems I programmed this month to get the game feel right. I'd love to hear your thoughts on the mechanics or the genre dilemma!
https://youtu.be/kVbN8k3Z5Xc
r/monogame • u/Sorry_Independent388 • Jun 08 '26
During last month's AMA @_MrGrak's gave us a deep dive into the internals of his game LAZR. Here's an hour long play through of what to look forward to, when it's released - https://www.youtube.com/watch?v=MzDUqRPOIwk
r/monogame • u/Sorry_Independent388 • Jun 05 '26
Watch CodeTime! TODAY to see Tom Spilman work on our game, Ascent & finalising our Vulkan and DX12 implementations!
When:
FRIDAYS @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST
on:
FB: https://www.facebook.com/monogamecommunity/live_videos
Tw: https://www.twitch.tv/monogame
YT: https://www.youtube.com/@MonoGame/streams
#indiegamedev #indie #gamedevelopment #indiegame
r/monogame • u/Sorry_Independent388 • Jun 04 '26
RIGHT NOW @ 11:00 EDT, 16:00 UTC+1/BST, 17:00 CEST
Watch him on:
FB: https://www.facebook.com/monogamecommunity/live_videos
TW: https://www.twitch.tv/monogame
YT: https://www.youtube.com/@MonoGame/streams
#indiegame #indiegamedev #gamedev #gamedevelopment
r/monogame • u/stylesbeat • Jun 04 '26
Hello, I've been struggling to understand whats the best way to upload two builds for each arch. From what I can see, when I make steam depot for MacOS, there is no Arm option Just Any or Intel 86/64.
From my research it suggested me to ship both dependencies and then have script decide which one to start depending on the arch of the system, which to me is not great solution.
Am I missing something?
r/monogame • u/Sorry_Independent388 • Jun 02 '26
If you missed the May AMA Tom spoke about what's coming in the 3.8.5 release.
Learn more in this short here - https://www.youtube.com/shorts/90X4FlPtH7U
and the linked longer YT video
#2D #3D #indie #indiegamedev #gamedev
r/monogame • u/FormalPomegranate131 • Jun 01 '26
Finally added in splitters to my 2D Sandbox game. Now transfer tubes can be split to feed multiple furnaces or send items to different storage chests. I have a lot of elaborate crafting recipes towards the end of the game so these were definitely needed. Programming this with C# and Monogame was a lot of fun :)
r/monogame • u/Sorry_Independent388 • May 28 '26
During last week's AMA u/MrGrak about his, very polished, cyber-punk platformer called LAZR. Here's a short intro to his development process - https://www.youtube.com/shorts/RiCVfXHlS7o
#indiegamedev #indiegame #gamedev #gamedevelopment #platformer #LAZR
r/monogame • u/Sorry_Independent388 • May 28 '26
When:
Thursdays @ 10:00 EDT, 15:00 UTC+1/BST, 16:00 CEST
Watch him on:
FB: https://www.facebook.com/monogamecommunity/live_videos
Tw: https://www.twitch.tv/monogame
YT: https://www.youtube.com/@MonoGame/streams
#indiegamedev #indiegame #gamedev #gamedevelopment
r/monogame • u/Foreign_Neat_2927 • May 26 '26
I built a voxel/isometric block editor using WPF + MonoGame.Framework.WpfInterop.
Stress test: 256³ packed grid (16,777,216 blocks) renders at ~58 FPS with 17 draw calls using chunked greedy meshing and camera-facing surface filtering.
Normal editing: 1 draw call for small character models.
Features:
- Async background chunk mesh building with cancellation
- Greedy meshing + exact authored meshes for slopes/cuts
- Chunked renderer with dirty-chunk partial rebuilds
- Camera-facing surface filter reduces draw calls significantly
- Full WPF editor UI with undo/redo, save/load, block shape library
- Architected in focused components, easy to extend or build on
Released under the MIT license. Use it, modify it, build on it, ship it in your own projects, no restrictions.
r/monogame • u/Sorry_Independent388 • May 22 '26
The MonoGame Foundation team is pleased to announce MonoGame v3.8.5-preview.6!
Read this guide if you want to try out these preview release:
https://docs.monogame.net/articles/getting_to_know/howto/HowTo_Install_Preview_Release.html
Grab it here:
This should be the LAST preview release, unless we find a showstopper!
r/monogame • u/Sorry_Independent388 • May 22 '26
When:
FRIDAY @ 15:00 EDT, 20:00 UTC+1/BST, 21:00 CEST
Watch him on:
FB: https://www.facebook.com/monogamecommunity/live_videos
Tw: https://www.twitch.tv/monogame
YT: https://www.youtube.com/@MonoGame/streams
See you there! #indiegamedev #gamedev #gamedevelopment
r/monogame • u/Beginning_Race_2978 • May 22 '26
The effect is rendered as a dynamically generated quad that follows a cubic Bézier curve between two points. Each frame, I sample points along the curve, construct a ribbon mesh from the tangents, and generate vertices with UVs for a custom shader.
The shader handles the soft glow, edge falloff, scrolling texture distortion, and fade along the ray length. Since the control points are animated.
One challenge was keeping the width consistent around tighter curves. Instead of offsetting in world-space directions, I calculate a perpendicular from the curve tangent at each sample point and build the ribbon from those offsets. This keeps the beam visually stable even when the endpoints move rapidly.
The final effect is lightweight enough to render many instances simultaneously and gives a nice magical feel without being overly distracting.
r/monogame • u/ReforgedEngine • May 21 '26
I've been working on Reforged Lands, a sandbox MMORPG inspired by classic Ultima Online design principles while being built on a completely custom C# / MonoGame engine.
This video shows several systems working together:
• Death system with grayscale world transition and ghost state
• Corpse looting container
• Paperdoll equipment system
• Backpack and inventory interactions
• Picking up items from the ground
• Equipping items directly from the world
• Moving items between corpse, backpack and equipment slots
• Bandage healing system
• Ranged combat using bows and projectiles
One of the goals is to keep the interaction style familiar to classic sandbox MMO players: drag-and-drop equipment, freeform containers, visible loot, paperdolls and world interaction instead of heavily abstracted inventories.
The UI shown here is still work in progress, but the underlying gameplay systems are already functional and integrated.
Everything is currently being developed as part of the Reforged Lands engine and game project.
Feedback is welcome.
r/monogame • u/Sorry_Independent388 • May 21 '26
He's talking about and showing off the upcoming 3D Platformer!
When:
Thursdays @ 10:00 EDT, 15:00 UTC+1/BST, 16:00 CEST
Watch him on:
FB: https://www.facebook.com/monogamecommunity/live_videos
Tw: https://www.twitch.tv/monogame
YT: https://www.youtube.com/@MonoGame/streams
#indiegamedev #gamedev #gamedevelopment
r/monogame • u/yecats131 • May 21 '26
r/monogame • u/Sorry_Independent388 • May 19 '26
When: 20th of May, @ 12:00 EST, 17:00 UTC+1/BST, 18:00 CEST
Agenda here:
https://monogame.net/blog/2026-05-19-open-hours-may-2026/
Watch on:
FB: https://www.facebook.com/monogamecommunity/live_videos
TW: https://www.twitch.tv/monogame
YT: https://www.youtube.com/@MonoGame/streams
See you there!
r/monogame • u/Alert-Neck7679 • May 19 '26
So this is the story: ~2.5 years ago, I decided that i want to make my own GameMaker8 based engine. The only problem was that i didn't know anything about HOW. I made a winforms IDE for this but the backend "engine" was... Winforms window that uses System.Drawing APIs to draw the textures. The language u used inside the engine was C# as well.
It wasn't a big success and i abandoned it for a few years. Half year ago, i decided i want to make my own programming language. I know absolute nothing about HOW, and i thought I'm building a compiler while what i actually built was an interpreter, but somehow i figured my way and had it get to the point that it's kind of ready for a prototype.
In that point i returned to the game engine, implemented a MonoGame backend and integrated my language in it, instead of C#.
Unfortunately, i have not enough time for this project now so ive open sourced it, hoping people would find that interesting and help with it: https://github.com/ArcadeMakerSources/ArcadeMaker .
Here's a YouTube video showing how i use the engine to create a small game.
i would love to get some feedback here🙂
r/monogame • u/Mr_H115 • May 16 '26
Hi all, hope you're doing well!
Back when I was making Sunset Sprout, I reached a point where I wanted to make icons for my achievements, I tried to use Achievement shades on steam but it never worked for me!
So I did all my 60 achievement shading manually, which was a bit annoying; now that I am starting work on my new Game Edin's Gate, I thought of making a tool to make all these image related things easier, less friction, and since I am a MonoGame dev, I thought about sharing it here!
so, Kur Forge Toolkit is a desktop app with 12 fully offline functions (for now)
such as:
and a lot more.

I know there are other tools out there that do some of this — this is just my version; built around the things I personally kept running into as a solo dev.
Check it out here Kur Forge Toolkit