Citrus Engine Demo 4 HERE.
I’ve talked about the Citrus Engine a bit, but I thought I might put up a thread that I could update whenever I released new Demos.
Citrus Engine is a platform game engine that allows for rapid development of 2d Mario-style games. It is built using Actionscript 3.0, and uses physics rather than tiles. It is currently closed source, but I’m always open to graphics and programming help.
Features in demo three:
- Parallax Scrolling (five planes)
- Jumping Enemy
- Spawn Management
- Spring Platforms
Here are the previous demos:
Demo 3
Demo 2
Demo 1
I just posted Citrus Engine Demo 4. You can play it and read about it here:
http://blueflamedev.com/blog/?p=33
hey looks pretty neat. the graphics are also nice .btw what kind of collision detection system are you using?
Thank you
I’m using APE (Actionscript Physics Engine) for the physics and collisions. It works pretty well, but sometimes I wish I had just built the physics into engine rather than using an external engine.
Yeh unfortunately APE isnt the fastest physics engine around, I usually see frame loss with about 25+ objects.
Nice work motion.
It’s unfortunate you say that, I was planning on using APE. Is there a better physics engine around, or are you best coding one yourself?
I’m all about framerate, I like things to be as fast and smooth as possible.
[quote=rumblesushi;2328693]Is there a better physics engine around, or are you best coding one yourself?
I’m all about framerate, I like things to be as fast and smooth as possible.[/quote]
It depends on your need and scope, but if you have the skill and time, I’d recommend building one that perfectly suits your needs. If you want to get some physics up and running quickly, I’d recommend Box2D. It’s more complicated to setup than APE, but it’s more effecient.
Just a warning though, depending on what you’re doing, Box2D may not suit all your needs. The AS version doesn’t have all the methods that APE has (last time I checked), including things like grouping, non-solids, and event dispatching. None of those things are too hard to implement, but expect to have to do some extending at some point.
That’s pretty much exactly where I start to get my significant frame drops. This of course, limits the number of moving enemies that I can have in a spawn zone at once. I try to keep objects sleeping as often as possible so they don’t have to check for collisions against each other.
[quote=rumblesushi;2328693]Nice work motion.
It’s unfortunate you say that, I was planning on using APE. Is there a better physics engine around, or are you best coding one yourself?
I’m all about framerate, I like things to be as fast and smooth as possible.[/quote]
Well with any physics engine there isn’t gonna be a one size fits all, in many cases none of them are gonna do exactly what you want off the bat.
Heres a list of a couple that I know of right off the top of my head
http://box2dflash.sourceforge.net
http://lab.polygonal.de/category/physics
http://home.planet.nl/~borst595/glaze.html
http://blog.generalrelativity.org/?p=17