Gaming Your Way

May contain nuts.

Sex wee

I've been waiting for the new version of Box2D to be ported to as3, and today it's done and out there.

http://box2dflash.sourceforge.net/

That means I can finally finish a game we've been working on, which required some of the new features of version 2. I don't think I'm giving too much away if I say it features a pin and a ball am I ?

Squize.

Comments (3) -

  • Jeff Fulton

    4/17/2008 10:20:43 PM |

    I have been looking at box2d a little bit. It looks cool, but I am wondering how I might use a Blit render with the Box2d classes. I might have to do a draw() or maybe i just let the individual sprites render like good old Flash is supposed to.   What have you been trying?

  • Jeff Fulton

    4/18/2008 3:51:29 PM |

    By reading a little more I found that you can skin your objects any way you want as long as they are the same size and shape of the Box2d math object. Very very cool.  I want to play more of that machine you are making.

  • Squize

    4/19/2008 7:13:33 PM |

    Yeah I think in terms of using Bobs ( Blitted OBjectS ) with box2D you could be making a ton of work for yourself, in terms of all the possible rotation frames.

    My blitter routines currently only use a spritesheet 2880 wide x sprite.height 'cause I couldn't face dealing with multiple rows. With all the rotations needed by something using this you'd need to work around that ( Assuming that you were going to get the code to do the rotations, which I think you'd have to to save filesize and your own sanity ).

    Perhaps you could get away with 360/2 or even 360/4 frames in a fast moving game, and just have 360 frames for common sprites that people will really notice any cheats, such as the player sprite.

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