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For 2D I say HTML5 / Canvas.
You get _everywhere_ deployment.
Your friends don't have to do any install, just point at your game's URL.
Here is an absolutely fantastic book with tons of samples that will amaze you: HTML5 Canvas: Native Interactivity and Animation for the Web [^]
Probably not what you are interested in, mostly because it doesn't stick with your parameters but I wanted to throw it out there for future readers, if nothing else.
Embarcadero[^] has recently created a community version of their RAD studio. It is C++ and Delphi and not C# but it is free until you earn $5000.00 and seems fairly easy and straight forward.
They have a boot camp with several 2d games and source that you can play with, along with a high level explanation.
Lots more tuts and stuff for Delphi and it is an easy language, but C++ is my fav. My thoughts are to create a really simple app for my grandson (who is 2) to play on a windows touchscreen and then to port it to Android and IOS with the same code. If it works and is easy enough then I'll try something more complicated and eventually purchase it, but only after it has paid for itself.
Good to hear! MonoGame is what I'm flying with for now. I've been fairly happy so far.
CocosSharp is built on-top of MonoGame and allegedly provides a more .NET friendly framework. It seemed like an exciting option. However, the last update is so old I can hear crickets on the GitHub site
Also, since nobody has visited and exclaimed, "Yea, CocosSharp rocks!", it seems woefully short of supporters.
Everything I can find says its dead. Heck, on the following GitHub site, the link they list for their web site is even dead.
I've been using MonoGame for the past year for cross-platform, and it does rock! You can now also use it in .NetStandard which you could not a year ago. It is actively being improved and there is a great community that can help. Also, there are lots of examples out there to help get you started.
Yeah, Unity started off with ActionScript based scripts and added C# later so the scripting is kind of wonky. Xenko is much more C# friendly from what I can tell and apparently has a very good engine but the editor needs a bit of work from what people are saying. Looks super promising though!
Wow, that does look pretty awesome! However, like Unity, it seems way over-kill for the simple 2D game I'm considering.
Regrettably, I'm old-school and barely passible at 2D artwork. My 3D skills are absolutely non-existent. It probably doesn't help that, because of a vision problem, I can't even see true 3D. Still, the graphics on that site make me almost believe in myself
Anyhow, thanks (and an upvote) for what appears to be a serious contender, which appears largely unencumbered license-wise. All the other suggestions so far, I had at least heard about. I'm surprised that this one has flown completely under my radar.
Yup, you need stereoscopic vision (aka two working eyes) to see true 3D. Regrettably, I've got extremely poor vision in one eye. So, 3D is a no go for me. The brain is pretty good about using perspective cues to compensate, so you hardly notice. Basically, its the same difference between a movie and a 3D movie.
Sorry to jump on the cheerleading band wagon, but there's no realistic C# alternative in existence.
We needed a 2D engine for low-cost (so C#) tech-demo's, we considered Cocos (dubious support and future), MonoGame (slow updates, no web support), SDL (too much boilerplate needed) and Unreal (unsupported C# plugin). We really tried not using Unity, but even with it's terrible bug support, terrible IDE design, terrible cloud support and terrible asset store.. it's still the best tool for the job.
Mmm. This project got turned open-source a month ago, with no corporate support.
I'm all for open-source projects, but this is like MonoGame with less features, less developers, a smaller community, no money, and a slightly better open-source license.
How will this ever survive? Is there a crowdfunding campaign funding it or something?
There's Godot Engine, but it uses its own scripting language. The language is pretty quick to learn, although it has its idiosyncrasies. The architecture might also be a bit confusing at first the way it's set up with scenes and nodes etc. if this is your first foray into the field. The documentation is also at best so-so. I was lucky enough to have someone help me with the basics and answer my noob questions, so I got off to a quick start.
Thought I might as well throw it out there as an alternative.
Yeah, you can also use VS to code, though I never tried this. I think you can also write your own VS code and then access it from within Godot too. Again, never tried it myself. A quick Google search threw this up:
If you’ve never started up visual studio code just start it up and keep it open. Then with godot create a new scene and save it. Now create a new Panel and save it. Create a sub Label node and rename it to “my_label” and edit the text to say anything really. Press the play button to make sure godot runs and shows the text.
Update: forgot one important note, make sure in editor settings under Mono -> Builds that you select MS Build (System) instead on windows. This worked wonders for me, thanks to this guy for the suggestion.
Go to editor -> editor settings and select Visual Studio Code from the External Editior drop down option. Now add a script to the label and select C# from the language drop down and hit create. This should open my_label.cs in visual studio code without any issue. Inside the _Ready() methods body add the following:
Last Visit: 5-Dec-19 15:04 Last Update: 5-Dec-19 15:04