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.