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.

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 ?


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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