Alternatives to Xamarin Studio and Visual Studio Professional for MonoGame

I'm an XNA developer looking to use MonoGame to write games for the OUYA. I've read through the documentation, compiled the C# bindings using Xamarin and was about to try to compile one of the example programs when I discovered that I need at least the "indie" license to do so.

Now I've got nothing against software authors making a living, obviously, but I simply cannot afford to purchase even the basic indie license for this software. The only other alternative that I could see was Visual Studio Professional (as the Express version is too limited to work with MonoGame) and the licenses for this are much more expensive.

Is there any sort of free or dramatically less expensive alternative that allows me to use my XNA knowledge? I've always run into problems with just about anything Java related due to out-of-date documentation and to be honest it would be a shame to start at square one when I'm already very familiar with C# and XNA.

Comments

  • AyrikAyrik Posts: 429Member
    I don't know of any, and I assume you googled and found nothing. I recommend using Unity because it's C# and completely free to deploy to mobile now. Otherwise, there are also many good Java engines, but like you said, you'd have to start at square one.
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  • ToodiceToodice Posts: 3Member
    Yeah, Google did bring up a few other alternatives including one method of working around the limitation with Visual Studio Express, but these all came with huge drawbacks.

    To be honest I've had a go with Unity in the past. Creating a 3D model well is a whole new learning experience in itself and setting up a project for 2D use is an absolute pain. I'm sure it's amazing for those who are already Blender or 3D Studio aficionados or at least have a friend who is.

    I might have another blast at using Java instead. Any recommendations for an engine that's as easy to just pick up and use for 2D game development as XNA? It's not so much the language that puts me off here, it's the sheer number of outdated tutorials that seems to surround just about every engine I've tried.
  • AyrikAyrik Posts: 429Member
    edited July 2013
    Sorry, you didn't mention 2D in the description so I didn't know. Personally, I think it's more worthwhile to build a 2D library for Unity (since you have no money to get 2D Toolkit $65) than to use any other engine, but I've been using Unity for a really long time.

    The most highly recommended Java engine I've seen on the forum is LibGDX, which is Java, and even supports iOS, HTML5, and more. I can't stand Eclipse so I couldn't get into it, but people swear by it.

    Actually, this post: http://forums.ouya.tv/discussion/1854/best-programming-platform#latest has one called Monkey that looks interesting and says it supports C#?
    Post edited by Ayrik on
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  • TomatoTomato Posts: 4Member
    edited July 2013
    Yes. The VS-Compatible version of Xamarin is VERY expensive. Was shocked myself :)

    I have exactly the same issues. Got a great game idea, being a .NET-Developer for 7 years (but never any Android) Xamarin looks just like the right way.

    My thoughts about Unity were quite the same. (VERY complicated for a 2D-Game) I read something about NVIdia NSight Tegra, which seems to be a free C# - "Plugin" for VS. AFAIK it does only work with Tegra devices so if you want to develop for other devices (not just Ouya) this might be an issue.

    Did not have the time to test this myself, but might be worth a try
    Post edited by Tomato on
  • TomatoTomato Posts: 4Member
    Just rechecked. NSight is C++, not C#. Must have gotten something wrong there
  • TomatoTomato Posts: 4Member
    BTW. Have you tried dot42? Looks nice and has a community license. If you finish your project and want to sell it you still can switch to the commercial license. Not really cheap, but just a third of the Xamarian VS-License.

    Ah. And tell us when you tried it :)
  • TomatoTomato Posts: 4Member
    Ok. Don't want to sound like an advertiser :)

    Look at this post not far away:

    Looks quite interesting.The disadvantages are quite ok (I don't remember when I last used structs in .NET; Can be easily solved by just using classes)


  • ToodiceToodice Posts: 3Member
    Ayrik: Yeah, sorry. I've worked so happily with 2D graphics using XNA that I sometimes forget that it's capable of 3D. I'll look into that 2D toolkit too, as I could easily stretch to $65. I used to program in Basic (VB6, then VB.Net) before moving on to C# so that Monkey certainly seems interesting too. Finally I have deployed (admittedly very basic) apps to my phone with LibGDX and have a working setup already, but I seemed to remember deciding to wait until I can use it with Android Studio, as I too cannot stand Eclipse. In fact, I think about half of the outdated tutorials I struggled with while trying Java development were problematic due to Eclipse rather than the frameworks I tried. I suppose though that this at least puts me at square two if I follow that route. :)

    Tomato: dot42 looks pretty good, although at this moment in time I don't really want to give up the opportunity for people who think my work is good enough to give me money for it, so it's a catch-22 situation really. Certainly when I get some cashflow going again I'll look into it rather than just buying Xamarin, especially as it's only a matter of time before somebody forks the last open-source release of MonoDevelop and gives them some competition (and possibly a reason to lower their prices again).

    I'll have to look into all of this tomorrow now. I think I'm going to concentrate on getting something working using LibGDX firstly, and perhaps move from there. It's just frustrating as I could easily have a prototype working with XNA in an afternoon.

    Thanks both for your answers!
  • lzap-devlzap-dev Posts: 61Member
    Vim works pretty well too.
  • GoldiLocksGoldiLocks Posts: 75Member
    @Tomato @Toodice

    MonoGame can be used with MonoDevelop. this, on their site, is only for mac and linux, but the download is just t=he monogame framework so you could put it on monodevelop for windows. This has no sort of ouya sdk or plugin, but Im going to try to figure out how to rig it up to the ouya input. I will make a tutorial or release a set of files if my attempts are successful.
    :-B
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  • KonajuGamesKonajuGames Posts: 560Member
    @GoldiLocks: MonoGame already has support for the OUYA controller, and I have C# bindings for the ODK at https://github.com/KonajuGames/ouya-csharp
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