April 2018 - Updated MeoMotion and will soon have new Video Tutorials available.
Made website version of coding Tutorial for creating Platform games in MonoGame (video tutorials to come soon):
Latest version now has monsters with AI and you can shoot fireballs and make explosions! :)
Nov 2016 - Added a Dynamic Water Shader tutorial for MonoGame Cross-Platform.
Sept 2016 - Updated grass tutorial to include Monogame version with vertex shader animation.
Aug 2016 - Making improvements(fixed bugs) to MeoMotion and resuming work on an ambitious cross-platform
game project using MonoGame framework which is becoming quite powerful.
Aug 2015 - Just finished a Bloom effect / shader spaceship game tutorial for MonoGame.
Released MeoMotion Animator (alpha). It's a simple distortable vector/skeleton 2D
animator including runtime source code for integrating animations into your game (also with tutorials)
I've completed runtimes for: MonoGame - XNA - DirectX11 - SharpDX - SDL2 - OpenGL
Added a nice TileMap Editor Tutorial for XNA (or Monogame).
Just added a nifty Dynamic Grass Tutorial in the Game Design section. The source
code is c# XNA but easily applied to other development environments. This grass will move
in response to a player running through it - it looks great. (^-^)
Just a recent screenshot in which I test some dynamic lights with hanging
lanterns (verlet integration). The light technique is actually simple but looks good if done right.
Encountered some delays in the last year but I'm back on track again.
Here's a screenshot of a scene using additive blending and some extra shaders:
I note that the game now uses my own quadbatching system which runs fairly close to
same speed as spritebatch except with greater functionality. Added I've included dynamic per vertex color
lighting, quad distortions, quad-fonts(fast!), efficient effects management, self-optimizing video ram use,
and the bonus of being able to treat the scene as 3D or orthogonal. Sprites intially assume to use the
center of sourceRect for rotation pivot but behavior can be flagged to act either similar or exactly like
spritebatch. The 3D projection automatically adjusts default depth so that images that are screensize
will fit exactly into the viewport. Various versions of methods exist to keep coding compact when using it.