I’m really stoked right now, because I’ve just finished the first milestone of GAMEFRAME, my current project. GAMEFRAME is a collection of libraries designed to assist in creating flash games – it’s an AS2 framework which includes things like world management, sprite behaviours & collision detection – stuff that virtually every game needs. I’ll be talking about it at the LondonMMUG.org meeting this thursday.
Here’s a demo: this demonstrates the usefulness of tree based collision detection (which gameframe makes it really easy to implement) – you can have a large number of sprites on screen at once, all moving independantly and reacting to collisions – with only a small drop in performance. This is it the expense of a small amount of accuracy, but for most games this will be good enough. I’m thinking arcade style shoot-em ups, that sort of thing. Anyway, this demo has 30 enemy sprites, and one hero sprite, moving around freely in 2 dimensions. As you can see, it performs pretty well. I’m pretty happy with the collision reactions, which I just got working tonight, thanks to Jobe Makar’s Macromedia Flash MX 2004 Game Design Demystified. Anyway, check it out, let me know what you think.
Instructions: Note – this is not really a game. Just move the black square around with the arrow keys and bash into the other squares. Refresh the page to start again.
View GAMEFRAME collision demo