Hey folks, happy new year! My previous post go back from 1st december, I’ve been really busy : adding Starling in the CitrusEngine, learning iOS and working on my 2nd year school project. And obviously some great holidays between christmas & the new year.
Today I’m very pleased to share with you the Citrus Engine working on Starling! For those who don’t know it, it’s a platformer game engine using Box2D Alchemy and Signal libraries. However, it’s not only made for platformer games, you can use it for every 2D contents even if it isn’t a game thanks to its great Box2D management. So before this update, it has supported : Box2D physics, Signals event, a Sound Manager, a Console for quick debugging & tools, Input management, lots of defined objects like Hero, Baddy, Platform, Coin, Sensor, Moving Platform…, parallax, a Loader manager, level editors thanks to its own (the Level Architect made with Air), or using Flash Pro, or Gleed2D. 2 views : the flash display list and blitting, and a layer management!
Thanks to this update, the CitrusEngine now support the great stage3d framework Starling and I’ve also added 3 new objects Cannon, Teleporter & Treadmill, a Level Manager and an abstract class to store the game’s data. This two last things are optional you may use it or not. In this blog post I will explain how I’ve adapted the CE for Starling, and my updates with some examples. For a quick getting start with the engine please refer on its website or to the tutorials on this blog.
But let’s stop chatting, it’s time to test the demo :
Click here for the demo.
Continue reading CitrusEngine goes Stage3D with Starling
This week is really challenging : my second year school project has started this week. It’s a team project with a graphic designer, a designer, a project manager and me as a developer. Our concept sounds very promising!
No matter, this short introduction explained that I’m really busy, so this experimentation is not perfect due to a lack of time…
Anyway, click here to see a sound spectrum made with Box2D and the Citrus Engine using BitmapData.
Continue reading Box2D Sound Spectrum
Some months ago, I bought two softwares from code ‘n’ web : TexturePacker to create SpriteSheet and PhysicsEditor to create easily box2d object from png file.
Today, I’m happy to share my first extension / template for PhysicsEditor’s software : I’ve created a template to export physics object for the Citrus Engine.
This is a quick usage example.
Click on the physical object and press tab. The console is now open. Then write : set Box2D visible false and you will see its picture. It matches really well to the physical object!
Continue reading PhysicsEditor template for the Citrus Engine
Hi, today a quick post about how to create a ladder for the Citrus Engine.
It is a preview version, Michael Kerr requested me for his flash game scripting class !
I’m working with Eric to add it into the original package !!
So here is the result : the ladder in action
Continue reading Create a ladder for the Citrus Engine
After my game school project (Kinessia), I’m still doing some experiments with the Citrus Engine.
On its latest update, there was some new objects :
– a powerful particle system.
– new objects : missile, reward and reward box.
In this tutorial, I wil explain how to create new specific object which extends a Citrus Engine object.
At the end, we will have : a teleporter, a treadmill and a cannon that fires missile !
An ugly example.
Continue reading Teleporter, treadmill and cannon
I’m happy to share with you my game school project made at the french Gobelins school, in Annecy.
It is now online : http://kinessia.aymericlamboley.fr/.
I worked with a graphic designer, Tiffany Francony, which made an amazing job !
For the exam we had high honours and the best rating !!
It is made with the Citrus Engine. The original version used a smartphone as a controller for the game, and all the HUD was displayed on this. I used a Java server to make the synchronization.
This is a simple web version, I can’t pay a Java server. The concept is more raw than the original one, there was a video at the beginning to explain the story, and our approach was on the website. But, that was all in french, so I cut off.
All the source code is available on GitHub.
A short video :
I hope you will enjoy the prototype 🙂
Today this is a new tutorial on the great Citrus Engine framework. Before starting my school project, I wanted to try using box2D inside the Citrus Engine, so I will show you how create a breakout game !
Click here to play the game, don’t forget to click in the swf to enable keyboard.
Continue reading Create a breakout game with the Citrus Engine
Before the weekend, I suggest to dig into the Box2D API for Flash with the great WorldConstructionKit.
For ActionScript3, there are 2 ports : Boris the brave’s port, and the WCK. You can find a performance comparison here made by Allan Bishop.
The WCK is the best thanks to the Alchemy port : it translates the C++ into something which can be understable by Flash. More information here.
The WCK provides a “a toolset / framework for rapidly developing physics based games / websites within the Flash IDE. WCK allows you to layout your 2d worlds / game levels entirely within Flash and have them hook into the physics simulation without writing any code.”
Continue reading Box2D with the WorldConstructionKit