What is MonoGame and what are its top alternatives?
MonoGame is a popular open-source framework that enables developers to create cross-platform games with C#. It provides a high-level API for game development, supporting multiple platforms such as Windows, macOS, Linux, iOS, Android, and more. MonoGame allows for code reusability and rapid development, making it a favorite among indie game developers. However, some limitations of MonoGame include its steep learning curve for beginners and the lack of built-in support for advanced features like physics engines.
Unity: Unity is a powerful game development platform that offers a wide range of tools and features for creating 2D and 3D games. It provides a user-friendly interface, extensive documentation, and a large community of developers. Pros of Unity include cross-platform support, asset store for easy integration of assets, and built-in physics engine. Cons include a steep learning curve for beginners and a subscription-based pricing model.
Godot Engine: Godot Engine is a free and open-source game engine that is easy to use and lightweight. It supports 2D and 3D game development, offers a visual editor, and has a dedicated scripting language (GDScript). Pros of Godot Engine include a strong community, cross-platform support, and a flexible node-based architecture. The cons include limited third-party libraries and plugins compared to other engines.
Phaser: Phaser is a fast, flexible, and free HTML5 game framework that allows for easy development of mobile and desktop games. It provides a robust set of features for 2D game development, supports multiple platforms, and has excellent documentation. Pros of Phaser include a lightweight footprint, active community, and a variety of plugins and extensions. Cons include limited support for 3D game development and less intuitive user interface compared to other engines.
Unreal Engine: Unreal Engine is a powerful game development platform known for its stunning graphics and advanced features. It supports both 2D and 3D game development, provides a visual scripting system (Blueprints), and has a robust set of tools for creating immersive experiences. Pros of Unreal Engine include high-quality visuals, advanced physics engine, and strong industry presence. Cons include a steep learning curve and royalty fees for commercial projects.
GameMaker Studio: GameMaker Studio is a user-friendly game development platform that is ideal for beginners and indie developers. It offers drag-and-drop functionality, a scripting language (GML), and supports both 2D and limited 3D game development. Pros of GameMaker Studio include rapid prototyping, multi-platform support, and a large community. Cons include limitations on complex game mechanics and performance for high-end 3D games.
Cocos2d-x: Cocos2d-x is a popular open-source game engine that is optimized for developing mobile games. It supports 2D game development, provides a rich set of features, and offers cross-platform compatibility. Pros of Cocos2d-x include rapid development, extensive documentation, and a large community. Cons include a steep learning curve for beginners and limited support for 3D game development compared to other engines.
LÖVE: LÖVE is a lightweight framework for creating 2D games using the Lua scripting language. It is free, open-source, and easy to learn, making it a great choice for beginners and small projects. Pros of LÖVE include simplicity, fast development process, and active community. Cons include limited support for complex game mechanics and fewer built-in features compared to other engines.
LibGDX: LibGDX is a cross-platform game development framework that focuses on performance and flexibility. It supports 2D and 3D game development, provides a Java-based API, and offers tools for efficient game creation. Pros of LibGDX include high performance, extensive documentation, and strong community support. Cons include a steeper learning curve for beginners and fewer visual editing tools compared to other engines.
Defold: Defold is a collaborative game development platform that emphasizes ease of collaboration and efficiency. It supports 2D game development, provides a visual editor, and offers built-in support for live updates. Pros of Defold include cloud-based collaboration, rapid iteration process, and good performance optimization. Cons include limited support for larger-scale 3D projects and a smaller community compared to other engines.
PICO-8: PICO-8 is a fantasy console for making, sharing, and playing tiny games and other computer programs. It has built-in code editor, music tracker and sprite designer for creating retro-style games. Pros of PICO-8 include simplicity, creative constraints for game developers, and easy sharing of games online through the platform. Cons include limited capabilities for larger, more complex game projects and lack of advanced features compared to other engines.
Top Alternatives to MonoGame
- libGDX
The framework provides an environment for rapid prototyping and fast iterations. Instead of deploying to Android/iOS/Javascript after each code change, you can run and debug your game on the desktop, natively. Desktop JVM features like code hotswapping reduce your iteration times considerably. ...
- Xamarin
Xamarin’s Mono-based products enable .NET developers to use their existing code, libraries and tools (including Visual Studio*), as well as skills in .NET and the C# programming language, to create mobile applications for the industry’s most widely-used mobile devices, including Android-based smartphones and tablets, iPhone, iPad and iPod Touch. ...
- Godot
It is an advanced, feature-packed, multi-platform 2D and 3D open source game engine. It is developed by hundreds of contributors from all around the world. ...
- SDL
It is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. ...
- JavaScript
JavaScript is most known as the scripting language for Web pages, but used in many non-browser environments as well such as node.js or Apache CouchDB. It is a prototype-based, multi-paradigm scripting language that is dynamic,and supports object-oriented, imperative, and functional programming styles. ...
- Python
Python is a general purpose programming language created by Guido Van Rossum. Python is most praised for its elegant syntax and readable code, if you are just beginning your programming career python suits you best. ...
- Node.js
Node.js uses an event-driven, non-blocking I/O model that makes it lightweight and efficient, perfect for data-intensive real-time applications that run across distributed devices. ...
- HTML5
HTML5 is a core technology markup language of the Internet used for structuring and presenting content for the World Wide Web. As of October 2014 this is the final and complete fifth revision of the HTML standard of the World Wide Web Consortium (W3C). The previous version, HTML 4, was standardised in 1997. ...
MonoGame alternatives & related posts
libGDX
- Knows exactly what happening1
- Java1
- Fully control1
- Full access to OS1
- No GUI1
related libGDX posts
- Power of c# on mobile devices121
- Native performance81
- Native apps with native ui controls79
- No javascript - truely compiled code73
- Sharing more than 90% of code over all platforms67
- Ability to leverage visual studio45
- Mvvm pattern44
- Many great c# libraries44
- Amazing support36
- Powerful platform for .net developers34
- GUI Native look and Feel19
- Nuget package manager16
- Free12
- Backed by Microsoft9
- Enables code reuse on server9
- Faster Development8
- Use of third-party .NET libraries7
- It's free since Apr 20167
- Best performance than other cross-platform7
- Easy Debug and Trace7
- Open Source7
- Mac IDE (Xamarin Studio)6
- Xamarin.forms is the best, it's amazing6
- That just work for every scenario5
- C# mult paradigm language5
- Power of C#, no javascript, visual studio5
- Great docs4
- Compatible to develop Hybrid apps4
- Microsoft stack4
- Microsoft backed4
- Well Designed3
- Small learning curve for Mobile developers3
- Ionic2
- Ability to leverage legacy C and C++2
- Build times9
- Visual Studio5
- Price4
- Complexity3
- Scalability3
- Nuget2
- Maturity2
- Build Tools2
- Support2
- Maturidade0
- Performance0
related Xamarin posts
Finding the most effective dev stack for a solo developer. Over the past year, I've been looking at many tech stacks that would be 'best' for me, as a solo, indie, developer to deliver a desktop app (Windows & Mac) plus mobile - iOS mainly. Initially, Xamarin started to stand-out. Using .NET Core as the run-time, Xamarin as the native API provider and Xamarin Forms for the UI seemed to solve all issues. But, the cracks soon started to appear. Xamarin Forms is mobile only; the Windows incarnation is different. There is no Mac UI solution (you have to code it natively in Mac OS Storyboard. I was also worried how Xamarin Forms , if I was to use it, was going to cope, in future, with Apple's new SwiftUI and Google's new Fuchsia.
This plethora of techs for the UI-layer made me reach for the safer waters of using Web-techs for the UI. Lovely! Consistency everywhere (well, mostly). But that consistency evaporates when platform issues are addressed. There are so many web frameworks!
But, I made a simple decision. It's just me...I am clever, but there is no army of coders here. And I have big plans for a business app. How could just 1 developer go-on to deploy a decent app to Windows, iPhone, iPad & Mac OS? I remembered earlier days when I've used Microsoft's ASP.NET to scaffold - generate - loads of Code for a web-app that I needed for several charities that I worked with. What 'generators' exist that do a lot of the platform-specific rubbish, allow the necessary customisation of such platform integration and provide a decent UI?
I've placed my colours to the Quasar Framework mast. Oh dear, that means Electron desktop apps doesn't it? Well, Ive had enough of loads of Developers saying that "the menus won't look native" or "it uses too much RAM" and so on. I've been using non-native UI-wrapped apps for ages - the date picker in Outlook on iOS is way better than the native date-picker and I'd been using it for years without getting hot under the collar about it. Developers do get so hung-up on things that busy Users hardly notice; don't you think?. As to the RAM usage issue; that's a bit true. But Users only really notice when an app uses so much RAM that the machine starts to page-out. Electron contributes towards that horizon but does not cause it. My Users will be business-users after all. Somewhat decent machines.
Looking forward to all that lovely Vue.js around my TypeScript and all those really, really, b e a u t I f u l UI controls of Quasar Framework . Still not sure that 1 dev can deliver all that... but I'm up for trying...
I want to learn cross-platform application frameworks like React Native, Flutter, Xamarin, or Ionic, and I'm a web developer. I can learn other programming languages as well. But I'm confused about what to learn, which framework is best, and which framework will last long as the application grows further into complexity.
- Open source13
- Easy to port7
- Supports both C++, C# and GDScript6
- Cross-Platform6
- Simple5
- Avaible on Steam For Free4
- GDScript is Based On Python3
- Harder to learn1
- Performance in 3D1
- Need opengl 2.1 / 3.31
- Somewhat poor 3D performance and lacks automatic LODs1
related Godot posts
- Actively being worked on2
- Cross-platform1
- Fast1
- No GUI support1
related SDL posts
JavaScript
- Can be used on frontend/backend1.7K
- It's everywhere1.5K
- Lots of great frameworks1.2K
- Fast898
- Light weight746
- Flexible425
- You can't get a device today that doesn't run js392
- Non-blocking i/o286
- Ubiquitousness237
- Expressive191
- Extended functionality to web pages55
- Relatively easy language49
- Executed on the client side46
- Relatively fast to the end user30
- Pure Javascript25
- Functional programming21
- Async15
- Full-stack13
- Future Language of The Web12
- Setup is easy12
- Its everywhere12
- Because I love functions11
- JavaScript is the New PHP11
- Like it or not, JS is part of the web standard10
- Easy9
- Can be used in backend, frontend and DB9
- Expansive community9
- Everyone use it9
- Easy to hire developers8
- Most Popular Language in the World8
- For the good parts8
- Can be used both as frontend and backend as well8
- No need to use PHP8
- Powerful8
- Evolution of C7
- Its fun and fast7
- It's fun7
- Nice7
- Versitile7
- Hard not to use7
- Popularized Class-Less Architecture & Lambdas7
- Agile, packages simple to use7
- Supports lambdas and closures7
- Love-hate relationship7
- Photoshop has 3 JS runtimes built in7
- 1.6K Can be used on frontend/backend6
- Client side JS uses the visitors CPU to save Server Res6
- It let's me use Babel & Typescript6
- Easy to make something6
- Can be used on frontend/backend/Mobile/create PRO Ui6
- Client processing5
- What to add5
- Everywhere5
- Scope manipulation5
- Function expressions are useful for callbacks5
- Stockholm Syndrome5
- Promise relationship5
- Clojurescript5
- Only Programming language on browser4
- Because it is so simple and lightweight4
- Easy to learn and test1
- Easy to understand1
- Not the best1
- Subskill #41
- Hard to learn1
- Test21
- Test1
- Easy to learn1
- Hard 彤0
- A constant moving target, too much churn22
- Horribly inconsistent20
- Javascript is the New PHP15
- No ability to monitor memory utilitization9
- Shows Zero output in case of ANY error8
- Thinks strange results are better than errors7
- Can be ugly6
- No GitHub3
- Slow2
- HORRIBLE DOCUMENTS, faulty code, repo has bugs0
related JavaScript posts
Oof. I have truly hated JavaScript for a long time. Like, for over twenty years now. Like, since the Clinton administration. It's always been a nightmare to deal with all of the aspects of that silly language.
But wowza, things have changed. Tooling is just way, way better. I'm primarily web-oriented, and using React and Apollo together the past few years really opened my eyes to building rich apps. And I deeply apologize for using the phrase rich apps; I don't think I've ever said such Enterprisey words before.
But yeah, things are different now. I still love Rails, and still use it for a lot of apps I build. But it's that silly rich apps phrase that's the problem. Users have way more comprehensive expectations than they did even five years ago, and the JS community does a good job at building tools and tech that tackle the problems of making heavy, complicated UI and frontend work.
Obviously there's a lot of things happening here, so just saying "JavaScript isn't terrible" might encompass a huge amount of libraries and frameworks. But if you're like me, yeah, give things another shot- I'm somehow not hating on JavaScript anymore and... gulp... I kinda love it.
How Uber developed the open source, end-to-end distributed tracing Jaeger , now a CNCF project:
Distributed tracing is quickly becoming a must-have component in the tools that organizations use to monitor their complex, microservice-based architectures. At Uber, our open source distributed tracing system Jaeger saw large-scale internal adoption throughout 2016, integrated into hundreds of microservices and now recording thousands of traces every second.
Here is the story of how we got here, from investigating off-the-shelf solutions like Zipkin, to why we switched from pull to push architecture, and how distributed tracing will continue to evolve:
https://eng.uber.com/distributed-tracing/
(GitHub Pages : https://www.jaegertracing.io/, GitHub: https://github.com/jaegertracing/jaeger)
Bindings/Operator: Python Java Node.js Go C++ Kubernetes JavaScript OpenShift C# Apache Spark
Python
- Great libraries1.2K
- Readable code964
- Beautiful code847
- Rapid development788
- Large community691
- Open source438
- Elegant393
- Great community282
- Object oriented273
- Dynamic typing221
- Great standard library77
- Very fast60
- Functional programming55
- Easy to learn50
- Scientific computing46
- Great documentation35
- Productivity29
- Easy to read28
- Matlab alternative28
- Simple is better than complex24
- It's the way I think20
- Imperative19
- Very programmer and non-programmer friendly18
- Free18
- Powerfull language17
- Machine learning support17
- Fast and simple16
- Scripting14
- Explicit is better than implicit12
- Ease of development11
- Clear and easy and powerfull10
- Unlimited power9
- Import antigravity8
- It's lean and fun to code8
- Print "life is short, use python"7
- Python has great libraries for data processing7
- Rapid Prototyping6
- Readability counts6
- Now is better than never6
- Great for tooling6
- Flat is better than nested6
- Although practicality beats purity6
- I love snakes6
- High Documented language6
- There should be one-- and preferably only one --obvious6
- Fast coding and good for competitions6
- Web scraping5
- Lists, tuples, dictionaries5
- Great for analytics5
- Easy to setup and run smooth4
- Easy to learn and use4
- Plotting4
- Beautiful is better than ugly4
- Multiple Inheritence4
- Socially engaged community4
- Complex is better than complicated4
- CG industry needs4
- Simple and easy to learn4
- It is Very easy , simple and will you be love programmi3
- Flexible and easy3
- Many types of collections3
- If the implementation is easy to explain, it may be a g3
- If the implementation is hard to explain, it's a bad id3
- Special cases aren't special enough to break the rules3
- Pip install everything3
- List comprehensions3
- No cruft3
- Generators3
- Import this3
- Powerful language for AI3
- Can understand easily who are new to programming2
- Should START with this but not STICK with This2
- A-to-Z2
- Because of Netflix2
- Only one way to do it2
- Better outcome2
- Batteries included2
- Good for hacking2
- Securit2
- Procedural programming1
- Best friend for NLP1
- Slow1
- Automation friendly1
- Sexy af1
- Ni0
- Keep it simple0
- Powerful0
- Still divided between python 2 and python 353
- Performance impact28
- Poor syntax for anonymous functions26
- GIL22
- Package management is a mess19
- Too imperative-oriented14
- Hard to understand12
- Dynamic typing12
- Very slow12
- Indentations matter a lot8
- Not everything is expression8
- Incredibly slow7
- Explicit self parameter in methods7
- Requires C functions for dynamic modules6
- Poor DSL capabilities6
- No anonymous functions6
- Fake object-oriented programming5
- Threading5
- The "lisp style" whitespaces5
- Official documentation is unclear.5
- Hard to obfuscate5
- Circular import5
- Lack of Syntax Sugar leads to "the pyramid of doom"4
- The benevolent-dictator-for-life quit4
- Not suitable for autocomplete4
- Meta classes2
- Training wheels (forced indentation)1
related Python posts
How Uber developed the open source, end-to-end distributed tracing Jaeger , now a CNCF project:
Distributed tracing is quickly becoming a must-have component in the tools that organizations use to monitor their complex, microservice-based architectures. At Uber, our open source distributed tracing system Jaeger saw large-scale internal adoption throughout 2016, integrated into hundreds of microservices and now recording thousands of traces every second.
Here is the story of how we got here, from investigating off-the-shelf solutions like Zipkin, to why we switched from pull to push architecture, and how distributed tracing will continue to evolve:
https://eng.uber.com/distributed-tracing/
(GitHub Pages : https://www.jaegertracing.io/, GitHub: https://github.com/jaegertracing/jaeger)
Bindings/Operator: Python Java Node.js Go C++ Kubernetes JavaScript OpenShift C# Apache Spark
Winds 2.0 is an open source Podcast/RSS reader developed by Stream with a core goal to enable a wide range of developers to contribute.
We chose JavaScript because nearly every developer knows or can, at the very least, read JavaScript. With ES6 and Node.js v10.x.x, it’s become a very capable language. Async/Await is powerful and easy to use (Async/Await vs Promises). Babel allows us to experiment with next-generation JavaScript (features that are not in the official JavaScript spec yet). Yarn allows us to consistently install packages quickly (and is filled with tons of new tricks)
We’re using JavaScript for everything – both front and backend. Most of our team is experienced with Go and Python, so Node was not an obvious choice for this app.
Sure... there will be haters who refuse to acknowledge that there is anything remotely positive about JavaScript (there are even rants on Hacker News about Node.js); however, without writing completely in JavaScript, we would not have seen the results we did.
#FrameworksFullStack #Languages
Node.js
- Npm1.4K
- Javascript1.3K
- Great libraries1.1K
- High-performance1K
- Open source805
- Great for apis486
- Asynchronous477
- Great community424
- Great for realtime apps390
- Great for command line utilities296
- Websockets85
- Node Modules83
- Uber Simple69
- Great modularity59
- Allows us to reuse code in the frontend58
- Easy to start42
- Great for Data Streaming35
- Realtime32
- Awesome28
- Non blocking IO25
- Can be used as a proxy18
- High performance, open source, scalable17
- Non-blocking and modular16
- Easy and Fun15
- Easy and powerful14
- Future of BackEnd13
- Same lang as AngularJS13
- Fullstack12
- Fast11
- Scalability10
- Cross platform10
- Simple9
- Mean Stack8
- Great for webapps7
- Easy concurrency7
- Typescript6
- Fast, simple code and async6
- React6
- Friendly6
- Control everything5
- Its amazingly fast and scalable5
- Easy to use and fast and goes well with JSONdb's5
- Scalable5
- Great speed5
- Fast development5
- It's fast4
- Easy to use4
- Isomorphic coolness4
- Great community3
- Not Python3
- Sooper easy for the Backend connectivity3
- TypeScript Support3
- Blazing fast3
- Performant and fast prototyping3
- Easy to learn3
- Easy3
- Scales, fast, simple, great community, npm, express3
- One language, end-to-end3
- Less boilerplate code3
- Npm i ape-updating2
- Event Driven2
- Lovely2
- Creat for apis1
- Node0
- Bound to a single CPU46
- New framework every day45
- Lots of terrible examples on the internet40
- Asynchronous programming is the worst33
- Callback24
- Javascript19
- Dependency hell11
- Dependency based on GitHub11
- Low computational power10
- Very very Slow7
- Can block whole server easily7
- Callback functions may not fire on expected sequence7
- Breaking updates4
- Unstable4
- Unneeded over complication3
- No standard approach3
- Bad transitive dependency management1
- Can't read server session1
related Node.js posts
I just finished the very first version of my new hobby project: #MovieGeeks. It is a minimalist online movie catalog for you to save the movies you want to see and for rating the movies you already saw. This is just the beginning as I am planning to add more features on the lines of sharing and discovery
For the #BackEnd I decided to use Node.js , GraphQL and MongoDB:
Node.js has a huge community so it will always be a safe choice in terms of libraries and finding solutions to problems you may have
GraphQL because I needed to improve my skills with it and because I was never comfortable with the usual REST approach. I believe GraphQL is a better option as it feels more natural to write apis, it improves the development velocity, by definition it fixes the over-fetching and under-fetching problem that is so common on REST apis, and on top of that, the community is getting bigger and bigger.
MongoDB was my choice for the database as I already have a lot of experience working on it and because, despite of some bad reputation it has acquired in the last months, I still believe it is a powerful database for at least a very long list of use cases such as the one I needed for my website
Needs advice on code coverage tool in Node.js/ExpressJS with External API Testing Framework
Hello community,
I have a web application with the backend developed using Node.js and Express.js. The backend server is in one directory, and I have a separate API testing framework, made using SuperTest, Mocha, and Chai, in another directory. The testing framework pings the API, retrieves responses, and performs validations.
I'm currently looking for a code coverage tool that can accurately measure the code coverage of my backend code when triggered by the API testing framework. I've tried using Istanbul and NYC with instrumented code, but the results are not as expected.
Could you please recommend a reliable code coverage tool or suggest an approach to effectively measure the code coverage of my Node.js/Express.js backend code in this setup?
- New doctype447
- Local storage389
- Canvas334
- Semantic header and footer285
- Video element240
- Geolocation121
- Form autofocus106
- Email inputs100
- Editable content85
- Application caches79
- Easy to use10
- Cleaner Code9
- Easy5
- Websockets4
- Semantical4
- Better3
- Audio element3
- Modern3
- Portability2
- Semantic Header and Footer, Geolocation, New Doctype2
- Content focused2
- Compatible2
- Very easy to learning to HTML1
- Easy to forget the tags when you're a begginner1
- Long and winding code1
related HTML5 posts
Few years ago we were building a Next.js site with a few simple forms. This required handling forms validation and submission, but instead of picking some forms library, we went with plain JavaScript and constraint validation API in HTML5. This shaved off a few KBs of dependencies and gave us full control over the validation behavior and look. I describe this approach, with its pros and cons, in a blog post.
I needed to choose a full stack of tools for cross platform mobile application design & development. After much research and trying different tools, these are what I came up with that work for me today:
For the client coding I chose Framework7 because of its performance, easy learning curve, and very well designed, beautiful UI widgets. I think it's perfect for solo development or small teams. I didn't like React Native. It felt heavy to me and rigid. Framework7 allows the use of #CSS3, which I think is the best technology to come out of the #WWW movement. No other tech has been able to allow designers and developers to develop such flexible, high performance, customisable user interface elements that are highly responsive and hardware accelerated before. Now #CSS3 includes variables and flexboxes it is truly a powerful language and there is no longer a need for preprocessors such as #SCSS / #Sass / #less. React Native contains a very limited interpretation of #CSS3 which I found very frustrating after using #CSS3 for some years already and knowing its powerful features. The other very nice feature of Framework7 is that you can even build for the browser if you want your app to be available for desktop web browsers. The latest release also includes the ability to build for #Electron so you can have MacOS, Windows and Linux desktop apps. This is not possible with React Native yet.
Framework7 runs on top of Apache Cordova. Cordova and webviews have been slated as being slow in the past. Having a game developer background I found the tweeks to make it run as smooth as silk. One of those tweeks is to use WKWebView. Another important one was using srcset on images.
I use #Template7 for the for the templating system which is a no-nonsense mobile-centric #HandleBars style extensible templating system. It's easy to write custom helpers for, is fast and has a small footprint. I'm not forced into a new paradigm or learning some new syntax. It operates with standard JavaScript, HTML5 and CSS 3. It's written by the developer of Framework7 and so dovetails with it as expected.
I configured TypeScript to work with the latest version of Framework7. I consider TypeScript to be one of the best creations to come out of Microsoft in some time. They must have an amazing team working on it. It's very powerful and flexible. It helps you catch a lot of bugs and also provides code completion in supporting IDEs. So for my IDE I use Visual Studio Code which is a blazingly fast and silky smooth editor that integrates seamlessly with TypeScript for the ultimate type checking setup (both products are produced by Microsoft).
I use Webpack and Babel to compile the JavaScript. TypeScript can compile to JavaScript directly but Babel offers a few more options and polyfills so you can use the latest (and even prerelease) JavaScript features today and compile to be backwards compatible with virtually any browser. My favorite recent addition is "optional chaining" which greatly simplifies and increases readability of a number of sections of my code dealing with getting and setting data in nested objects.
I use some Ruby scripts to process images with ImageMagick and pngquant to optimise for size and even auto insert responsive image code into the HTML5. Ruby is the ultimate cross platform scripting language. Even as your scripts become large, Ruby allows you to refactor your code easily and make it Object Oriented if necessary. I find it the quickest and easiest way to maintain certain aspects of my build process.
For the user interface design and prototyping I use Figma. Figma has an almost identical user interface to #Sketch but has the added advantage of being cross platform (MacOS and Windows). Its real-time collaboration features are outstanding and I use them a often as I work mostly on remote projects. Clients can collaborate in real-time and see changes I make as I make them. The clickable prototyping features in Figma are also very well designed and mean I can send clickable prototypes to clients to try user interface updates as they are made and get immediate feedback. I'm currently also evaluating the latest version of #AdobeXD as an alternative to Figma as it has the very cool auto-animate feature. It doesn't have real-time collaboration yet, but I heard it is proposed for 2019.
For the UI icons I use Font Awesome Pro. They have the largest selection and best looking icons you can find on the internet with several variations in styles so you can find most of the icons you want for standard projects.
For the backend I was using the #GraphCool Framework. As I later found out, #GraphQL still has some way to go in order to provide the full power of a mature graph query language so later in my project I ripped out #GraphCool and replaced it with CouchDB and Pouchdb. Primarily so I could provide good offline app support. CouchDB with Pouchdb is very flexible and efficient combination and overcomes some of the restrictions I found in #GraphQL and hence #GraphCool also. The most impressive and important feature of CouchDB is its replication. You can configure it in various ways for backups, fault tolerance, caching or conditional merging of databases. CouchDB and Pouchdb even supports storing, retrieving and serving binary or image data or other mime types. This removes a level of complexity usually present in database implementations where binary or image data is usually referenced through an #HTML5 link. With CouchDB and Pouchdb apps can operate offline and sync later, very efficiently, when the network connection is good.
I use PhoneGap when testing the app. It auto-reloads your app when its code is changed and you can also install it on Android phones to preview your app instantly. iOS is a bit more tricky cause of Apple's policies so it's not available on the App Store, but you can build it and install it yourself to your device.
So that's my latest mobile stack. What tools do you use? Have you tried these ones?