Bold Pixel Engine

Bold Pixel Engine is a collection of classes organized in several packages, from algorithms to a fully functional blit engine and a powerful toolkit that help our daily game development and that we release freely hoping it will help your game development too.

License

Bold Pixel Engine is released on a modified MIT license:

Copyright (c) 2009 VGS LDA

Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the “Software”), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

So the only modification present is that you don’t have to include this copyright because the copyright is only present in this page. Appart from that you can freely use, just be fair about taking credit for work that is not yours.

Downloads

Bold Pixel Engine v1

Have fun, enjoy and for more info visit our YouTube Channel.

Posted: February 7th, 2010
at 7:14pm by Vlad

 


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Comments: 15 comments



 

15 Responses to 'Bold Pixel Engine'

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  1. Dreams come true, what more can i say…
    You made my day. Awesome.
    Thanks again for sharing your experience.

    iGman

    7 Feb 10 at 20:48

     

  2. Awesome! Thanks for sharing!

    Sp

    7 Feb 10 at 21:02

     

  3. Awesome! Downloading the engine now. I’ll definitely give it a look through and try it out soon.

    HybridMind

    7 Feb 10 at 21:30

     

  4. Hey!
    It’s pretty good to see this engine released, but too bad I won’t be able to work with it, since I will be very away from computer and games this year. BTW, I was taking a quick look at it and found one thing:

    In your bpe.blit.Engine.as file, the shutdown() function has this:

    render.window.addEventListener(Event.REMOVED_FROM_STAGE, shutdown);

    Shouldn’t it be

    render.window.removeEventListener(Event.REMOVED_FROM_STAGE, shutdown);

    ?

    Thank you for the engine and good luck!

    Daniel Sidhion

    8 Feb 10 at 00:24

     

  5. Hi all, thanks for the support.

    @Daniel: Indeed, that’s wrong and would screw up GC for the bitmap. :) Not damn serious, but I’ll fix it.

    If anyone else finds more of this, let us know.

    Vlad

    8 Feb 10 at 00:36

     

  6. Watched the YouTube video, looks very promising. It’s always exciting to see new Flash game engines released, and I can’t wait to give this one a go. Out of curiosity, which commercial games have used this so far?

    Ben

    8 Feb 10 at 04:00

     

  7. Hey Ben

    Tough question… the idea started building up with the Music class that was created with Tech Wars, our first flash game. Most of the toolkit exists since the original Atomik Kaos, but the tricky part is the blit engine and in my opinion, it is the blit engine that defines this v1.

    Our current contract is a three game project of which we are in charge of two of them and those two have the v0.9 of the engine present, blit included. That’s why we delayed the release, because we wanted the engine to go through a tough test before it was out. So answering your question directly, these two games have a fully function BPE running. In fact if it wasn’t for these two, we wouldn’t have the blit engine running.

    Vlad

    8 Feb 10 at 09:53

     

  8. In your AStar class you’ve got a Bad DIAG math.
    RECT = 10 -> DIAG = Sqrt(10*2) = sqrt(20) = 4.47

    private const RECT:Number = 1; // Straight path cost
    private const DIAG:Number = Math.sqrt(RECT * 2);// Diagonal path cost

    But still, nice little framework! Perfect for getting started.

    jpauclair

    8 Feb 10 at 19:13

     

  9. Thanks for the heads-up. Nice blog btw!

    Vlad

    8 Feb 10 at 20:41

     

  10. [...] Bold Pixel Engine (Collision Detection, Screen Management, UserInput etc.) | Review | Tutorials [...]

     

  11. [...] This post was mentioned on Twitter by GenoBaby, Florian Weil. Florian Weil said: Update Blog Post Flash Game Frameworks http://tinyurl.com/leob2v with the Bold Pixel Flash GameEngine + Tutorials http://tinyurl.com/yjwb5to [...]

     

  12. I watched the video you posted that talks about the philosophy and design of BPE, and was interested enough to download the engine to have a look.

    One thing that jumps right out as I begin looking over the source is that the ToolKit classes Loop and Engine assume the use of a MovieClip.

    Could you perhaps address your reasons for using MovieClip instead of the more general (and less costly) Sprite?

    Sindisil

    10 Feb 10 at 20:30

     

  13. Hi Sindisil

    There are two main reasons for it: 1. the movieclip can be the document class, which is ok for fast prototyping and; 2. it can be the holder where you put all the stuff for preloading.

    The Loop manager originaly had a sprite to take care of the ENTER_FRAME event, but since we had that movieclip around, I put all in the same plate.

    Regarding Engine, I’m wondering if you meant the Scene class… IIRC Engine doesn’t need a movieclip.

    Vlad

    10 Feb 10 at 21:01

     

  14. @Vlad – Actually, rather than Engine, I meant Manager (sorry).

    I guess I’m probably coming at this from a strange place, as I’ve never used (and don’t have plans to use) the Flash Authoring Environment. I use straight AS3 and generally use a Sprite as my main class, since I have no need for the time line.

    Since MovieClip extends Sprite, I would think that having a main Sprite, rather than main MovieClip would be more flexible, since then either should be able to be passed to Manager.startupToolkit().

    Your library, though, so it’s obviously your call.

    I have lots of other questions (and possible suggestions) regarding the code, but I assume this isn’t the forum in which to discuss things in detail.

    I do have a couple general questions, though:

    Will you be setting up a forum and publicly readable repo (hg or git, perhaps) for BPE?

    Are you interested in detailed feedback (perhaps including patches)? If so, how would you like that feedback (email, here, a forum to come, etc.?).

    Regardless of all that, thanks so much for releasing this code!

    I love the concepts of simplicity, flexibility, and “use what you need”. As cool as some of the other libraries currently out there for AS3 are, I think they all have issues with being either overly complex, overly constrained to their own way of doing things, or both. BPE (that name’s gonna be easy to mix up with PBE! ;P ) seems not to have gone down either of those paths, yet.

    Sindisil

    10 Feb 10 at 23:26

     

  15. Thanks for the insight.

    About the movieClip, I’ll test if it’s possible to pass the document class as a Sprite. If it is possible, maybe Sprite can be a solution.

    We won’t have foruns or versioning with BPE but I’d love to hear from everyone. From the feedback we received, we could change the whole blit engine (and probably will make some changes) and we made the code available to help but also, to hear from other devs.

    Feel free to pass your email in the Contact Us form so we can exchange other info and thanks.

    Vlad

    11 Feb 10 at 12:10

     


 

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