gamedev 

I'm starting to realize how fucking tedious it is to implement levels among other things manually. Maybe I should just use an actual engine like Godot.

gamedev 

But if I do switch, then I have to relearn everything even if it would be much easier. The only reason why I didn't use an existing engine in the first place, was because I wanted to feel special.

But whatever, MonoGame is decent enough and I still think I can handle the shortcomings of using a framework over a full engine.

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re: gamedev 

@Binkle I use the MonoGame framework. My level format is just basically an XML file. I have a tilemap and then a list of objects. I have to manually write the XML files because I'm too lazy to make a level editor.

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re: gamedev 

@Binkle Placing tiles isn't that bad because you have some visual representation, but placing objects is a bitch since you have no visual representation of the non-tile objects.

For my next project, I'm considering creating my own (non-XML) format because I fucking hate DOM.

re: gamedev 

@xianc78 yeah that's true I can imagine that probably sucks

You may consider looking into csd files (very easy to parse, one line per object, etc). I find them useful for quick configuration-related stuff
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