This tutorial walks you through the basic setup of a Protogame-based game. At the end of this tutorial you will have a game running on your local computer.
Learn how to add a new texture (from a PNG file) and render it in your game. At the end of this tutorial, you will be able to import and render textures in your game.
Learn how to add new entities to your game, starting with a basic player character. At the end of this tutorial you will have a player entity rendering in your game.
This tutorial covers how to handle input events (such as from the keyboard & mouse) and update the game state based on the user's actions. At the end of this tutorial, your player entity will move around the screen.
This document answers the most frequently asked questions, such as platform support and general issues.
This article covers setting up a Protogame-based game from scratch, without using the template downloader on the website. This is suitable for projects that want complete control over their project structure, and is not recommended during general usage.
This document explains what you need to consider when targeting mobile platforms, as well as some of the limitations on these platforms and how to work around them.
This article describes a virtual machine image that an be used to serve the website at locations with limited or no internet access. This includes serving the website at a game jam, where it is faster to download from a local copy of the site than everyone downloading over the internet.
An introduction into Protobuild, what it is and why we use it to generate C# projects.
This article outlines how projects and references work inside of Protobuild.
Learn the advanced properties and configuration options that are available for Protobuild projects.
This document describes the core concepts in Protogame, such as how the game class, worlds, world managers and entities all relate to one another.
This document describes what dependency injection is, why it's used and how to use it. It covers the basics such as creating interfaces, binding interfaces to implementations, and injecting services into constructors.
This article covers the concepts relevant to asset management, such as the differences between source assets, compiled assets, and cross-compiling for different platforms.