Following up from HoverECS https://mastodon.gamedev.place/web/@sirdimples/107512089787273464 I wanted to port the ECS I developed there to C#/MonoGame.
I ran into issues immediately due to type strictness compared to lua's all-things-are-tables way. Forcing Components to become structs/classes throws the quick prototyping feel I got in HoverECS out the window.
Since I haven't used C# for a while I didn't trust that I can get something quick up and running while juggling Generics and typed components and systems.. 🤔
In the past, whenever I'm in trouble I throw Python at it. I wish I could do the same with real world trouble as well..
So I wrote a thing.py that generates the components and systems fluff for me, example running this:
`./ecstool.py create usystem UAnimSprites +CAnimSpr +CPos *CObj *CDir -CIsoSpr`
generates ./Systems/UAnimSprites.cs that looks like this: https://pastebin.com/pjbszUeT
Here's how ecstool.py looks at this moment: https://pastebin.com/yymHH8B1
Today I wanted to render a map created in tiled using MonoGame.Extended.Tiled but build fails due to a Nuget issue: "Couldn't find default importer for .tmx file"
Almost gave up when I found this: https://community.monogame.net/t/solved-couldnt-find-a-default-importer-for-tmx-files/11782
which explains the issue in detail.
Here's how I fixed it in Fedora toolbox:
⏺ create a link to nuget packages in project folder: `ln -s ~/.nuget/packages packages`
⏺ in Content.mgcb, add `/reference:../packages/*` to point to the dlls as shown in screenshot.
In Hover# today, thought it would be cool if I have a tool to draw boxes around sprites in my sprite sheets and assign custom properties to them then export all to json or something.. what would be the fastest dumbest way to do this?
I could write it in monogame too with imgui in the mixer.
But guis are overrated, so keyboard shortcuts only?
or just throw python at this too!
then an evil idea occured to me.. why not use Godot to build my monogame tools? 😎😅
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