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Dungeonmans MonoGame Beta -- Wanna Help?

[h2]Dungeonmans is moving to MonoGame![/h2][p]XNA is magic, and I have deep gratitude for the two operations (FNA and MonoGame) who work towards keeping the magic alive, years and years after Microsoft closed the book on their API. After a lot of fiddling, researching, multiple attempts -- it looks like I probably have a MG build of dmans working. [/p][p]Wanna help test it out?
[/p][p]The beta is cleverly titled "mg_beta", which you will be able to see once you enter the password "stremfstremf". I was told that passwords must be at least 12 characters. [/p][p][/p][p][/p][p][/p][p]Your saves should load as normal, things should feel the same, ideally you won't even notice a difference. But if you do, please let me know![/p][p][/p][p]The discord is the very best place to offer your help, but I will be checking this post thread as well. Thanks in advance![/p][p][/p][h2]Why?[/h2][p][/p][p]Could I explain it any better than this video? [/p][p][/p][p]In order for the dmans modding stuff to properly compile people's .cs code, I needed some more memory, and .net was being picky about how much I was asking for -- your machine could have 256gb of ram, .net still wants to put a hat on it at around 1.5gb. And so much of what was chewing up memory for this simple 2D game was music. I wanted to change to use smaller files than my .wavs, but XACT wasn't gonna let me load .oggs or whatever, so I started looking into different XNA evolutions...[/p][p]... and in the end I'm still using .wav files, but streaming them in via NAudio, which does save a ton of space, and hey also now my game is running on an actively maintained API. [/p][p]
"Port it to the Switch (2)!" aww you're very kind, thank you.[/p][p]
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