Bold Pixel Engine v2 Annoucement
Hi everyone, just a quick note to let you know of some stuff going on regarding Bold Pixel Engine.
Collaboration with Arne G. Strout
It really felt great to hear about a developer wanting to build on BPE to make it go further. That’s what I felt when I read Arne G. Strout blog post about BPE. Under the spirit of open-source, Arne offered a great deal of thought and ideas regarding our little framework.
In the meantime, v2 was already under way so we exchanged some ideas and I’m pleased to announce that Arne will be collaborating in v2 development.
Box2D integration…
Wrapping Box2D in a minimalist Bold Pixel Engine kind of package is no easy treat, but it’s done. It doesn’t offer the full potential of Box2D yet and it’s not integrated with blit, but it will and it’s working great.
Toolkit changes
Manager has been removed from the toolkit package and it is now the manager of all the engine. Again this is related to a minimalist approach. Box2D wrapping needed information about framerate and we could get it from the main movieclip that is passed to the manager. This also offers other possibilities like controlling mouse focus, quality, yada yada yada.
I’m cooking a Button manager. I know most developers don’t really like SimpleButtons, but I actually do! What I was lacking was a central point to control those… it’s being taken care of.
Scene and Music will now have transitions. This is possible mostly due to Greensock tweening library, which Vortix Games now officially supports by becoming a member of the Club Greensock.
And that’s it!
There won’t be many news in the next weeks, since we have a lot of work (remember that we kinda disappear when we are just starting up a contract project) and the rest of the bunch, like the Japan game, Bold Pixel Engine and so on.
Posted: March 8th, 2010
at 2:09pm by Vlad
Tagged with Bold Pixel Engine, FlashGameBlogs
Categories: The life of VGS
Comments: 4 comments
Sorting out some random thoughts
I’m cleaning up my brain today. It has been cluttered with code and projects and today after almost six months I’ve managed to stop and think. At first my objective was to code but while I was pulling some design decisions I noticed I was also organizing my own brain.
Projects
We are now in the final ‘meters’ of a long race. This race was a nice and big contract project we are just just just about done with. As it is approaching the end we have more opportunities in front of us.
Less than a week ago all we had was this current project, the japanese themed game being coded by Pedro that Marco has spoke about lately and Mechs and Drones in a full stop. It was only natural that our option would be to pick up where Mechs and Drones was left, but suddenly another possible contract landed on our hands and the doubts start.
We’ve passed the startup phase with no investment capital but our own work, which is a huge victory. I wonder what we could have done with venture capital… We are currently in the consolidation stage, so these crossroads are always a doubt. Go for the stability of the project or the chance of a game like Mechs and Drones?
Bold Pixel Engine
A lot of stuff planned for v2. We’re implementing Box2D in it, plus camera and more and more behaviors. We will migrate all time based stuff to Greensock’s Tween Platform.
With this a lot of questions appear also…
Will the engine stay modular? By this I mean, right now I’m not dependent of the blit engine, but to implement Box2D I have to decide if only the blit engine will be served by the physics wrapper. I want to write a simple collision system. Should I implement it with sensors in Box2D? Or create a separate one?
I can even go backwards… should the current animation of the blit engine be able to be applied to MovieClips? And the list could go on and on…
I know what will decide all this: simplicity and minimalism. Whatever makes Bold Pixel Engine be more simple and minimalist will probably be chosen.
Sorting it out
Monday marks the beginning of March. I’m betting it will be a defining month for us this year. For starters the japan game will walk the extra mile in terms of content, quality and so on. Then, depending on what we will be doing, a lot of extra effort is needed… that’s what I think right now. We’ll see how it goes.
By the way… thanks for reading
Posted: February 27th, 2010
at 9:25pm by Vlad
Tagged with Bold Pixel Engine, FlashGameBlogs, M:A:D, Making a Living, Success and Failure
Categories: The life of VGS
Comments: No comments
Bold Pixel Engine Toolkit Video
Hi all,
Just a heads up for a YouTube video we just uploaded that goes through the toolkit package of Bold Pixel Engine.
Remember to watch it in full-screen HD!
Clicky!
Later!
Posted: February 20th, 2010
at 4:10pm by Vlad
Tagged with Bold Pixel Engine, FlashGameBlogs
Categories: The code of VGS
Comments: 1 comment
New Bold Pixel Engine tutorial
Hey everyone, just a heads up. A quick yet well detailed tutorial on how to use Bold Pixel Engine’s LocalData toolkit class which manages your game’s shared objects.
But… we didn’t write it. The author is Rasmus Wriedt Larsen and he just let us know that he put it up in his gamedev blog.
Posted: February 19th, 2010
at 8:32pm by Vlad
Tagged with Bold Pixel Engine, FlashGameBlogs
Categories: Caught our Attention
Comments: 2 comments
Brain Melt
I’ve been writing and re-writing a lot of code lately. Somewhere between the work to be done and the work I want to see done, there are dozens of thoughts and discoveries that are worth sharing. Some are puzzling, others are simply brain melting.
Behaviors
A long time goal: behaviors! What is it? How does it work? Well… imagine you write this line of code in a Bold Pixel Engine entity:
1 | entity.behaviors.face.mouse(); |
And from that moment on, the entity will always rotate to the mouse position. That’s a behavior.
Imagine that you could say that instead of facing you’d want it to rotate to the mouse position at a given speed, or with a tween, or that you want it to evade another entity or to find the path to a certain point. Now imagine that behaviors could applied to time… that you could tell your engine time would slow down so you could see all in slow motion…
Well… I wrote two behaviors and it works like a charm!
Flash Player is somewhat smart
I’ve noticed that if you copyPixels() or draw() outside the target bitmapData area, it won’t render anything. Having thousands of objects outside the rectangle area is absolutely meaningless, even if you apply a transformation matrix and draw.
I thought about the possibility of creating a camera object… suddenly this possibility became obviously closer since there will be no need to verify if an object is supposed to be rendered, Flash Player does that for me, I just have to pass the right rectangle… awesome! or at least I’m thinking it will be!
Filters
I really needed a rest a couple of nights ago… so nothing better than writing some new functionalities! My goal was to write filters to apply in layers. After noticing that most flash filters need a BlurFilter applied on top of it, I decided to make it simple and just work with one BlurFilter and one ColorTransform in each layer.
BlurFilter is a huge performance killer, so I played around with only applying the filter to whatever the area the filter needed to be applied to and it works great! The bigger the area, the bigger the performance impact that’s for sure!
ColorTransform seems to have no impact. I’m betting that the pixel color is calculated directly when drawing… if this is true… it’s quite smart!
All in all and since I didn’t want to use any other filters for performance issues, I noticed that with just a little tiny bit of patience, blur and color transform can do most of the cute effects we might need, from shadows to glows to motion blur.
Brain melting the possibilities
A camera with behaviors, like moving to an area with tweening. Flames coming out of a structure and then exploding in thousands of particles flying around with fire trails. Zillions of projectiles flying around in a huge map… wow… this weekend really caused a brain melt.
Need to finish the tutorials to Bold Pixel Engine v1 because v2 is already shaping.
Posted: February 16th, 2010
at 1:00pm by Vlad
Tagged with Bold Pixel Engine, Feedback, FlashGameBlogs, Software Engineering, Technology, Testing
Categories: The code of VGS
Comments: 2 comments
