Great video! Just a quick question, how did you manage to work with MonoGame in VSCode? Everything I found online uses Visual Studio. Do you know if theres any difference? Cheers!
So how does this work for multiple resolutions and dealing with people with different screen sizes and whag not? Or if the player has a camera attached to it that moves around, its offset oddly now from the render target.
Hey, this works for "any" resolution, that's the point. If you need ie. mouse input you have to translate the coordinates from screen space to game space (simply multiply by a constant).
@@GameDevQuickie How does one determine that constant? I am having a similar issue, I see mouse position is slightly different depending on my resolution, even if I don't actually move the cursor.
@@JoeyG-o8r You can explore this project where I use it: Calculating the values for Scaling and Shift - github.com/LubiiiCZ/DevQuickie/blob/master/Project003-TowerDefense/_Core/Canvas.cs And using those values to get the correct input - github.com/LubiiiCZ/DevQuickie/blob/master/Project003-TowerDefense/_Core/InputManager.cs
@@GameDevQuickie Sweet, I simply divided the MousePosition by the scale calculated in Canvas.SetDestinationRectangle() and my bullets are targeting the mouse position again. Much appreciated sir.
Thanks. Those are two different things. We already discussed this on Discord - join if you can. Fullscreen mode occupies the entire screen, hiding other windows, providing an immersive experience, but you can't easily access other applications. Borderless window mode appears fullscreen but is actually a window, allowing easy switching between applications while maintaining a visually immersive experience.
hey I thought you were gonna do a movie recap when video started
on a serious note, great video thank you so much
Very nice. Simple and straight to the point. Love it and the method of doing this keep it up.
THANK YOU SO MUCH I've spent hours in the past on convoluted solutions to do exactly this.
You are very welcome!
Excellent video - thank you!
Thanks !! super interesting. I just discovered your channel, a new subscriber 😉
Excellent tutorial, Thank you
Good job!
Thanks!
Cool, maybe in one of the next videos you can tell more about the effects or how to make lighting
Great video! Just a quick question, how did you manage to work with MonoGame in VSCode? Everything I found online uses Visual Studio. Do you know if theres any difference? Cheers!
Thanks! Using VSCode is very easy. You can watch Quickie 7 - it says Linux, but it is pretty much the same:
th-cam.com/video/hP1brtwy_qI/w-d-xo.html
Thank you 👍
Thank YOU!
Obligatory comment to appease The Great Algorithm. Good stuff!
Thanks!
Can i set Rectangle bounds wider than the screen, so i can get a camera zoom effect?
Yes
maybe monogame collision detection player soon?
you best the changle for monogame can you make Tile map game platformer with Tiled or TiledSharp.. thank you
So how does this work for multiple resolutions and dealing with people with different screen sizes and whag not? Or if the player has a camera attached to it that moves around, its offset oddly now from the render target.
Hey, this works for "any" resolution, that's the point. If you need ie. mouse input you have to translate the coordinates from screen space to game space (simply multiply by a constant).
@@GameDevQuickie How does one determine that constant? I am having a similar issue, I see mouse position is slightly different depending on my resolution, even if I don't actually move the cursor.
@@JoeyG-o8r You can explore this project where I use it:
Calculating the values for Scaling and Shift - github.com/LubiiiCZ/DevQuickie/blob/master/Project003-TowerDefense/_Core/Canvas.cs
And using those values to get the correct input - github.com/LubiiiCZ/DevQuickie/blob/master/Project003-TowerDefense/_Core/InputManager.cs
@@GameDevQuickie Sweet, I simply divided the MousePosition by the scale calculated in Canvas.SetDestinationRectangle() and my bullets are targeting the mouse position again.
Much appreciated sir.
Hey! Good Job! Thank you! Why you are used IsBorderless = true; instead _graphics.IsFullScreen = true; ?
Thanks.
Those are two different things. We already discussed this on Discord - join if you can.
Fullscreen mode occupies the entire screen, hiding other windows, providing an immersive experience, but you can't easily access other applications.
Borderless window mode appears fullscreen but is actually a window, allowing easy switching between applications while maintaining a visually immersive experience.
@@GameDevQuickie On Monogame public discord? didn't see this discussion...
@@devspace9096 My - GameDev Quickie - Discord. Link in the description.