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PushButton BitmapData modifiers explained.

July 22nd, 2010 by mas

Recently BitmapData modifiers were added to the PushButton Flash Game Engine. With this technique you can apply all kinds of BitmapData modification, like reflection, blur, glow and many more, on Sprite and Spritesheet renderers, on SpriteContainers and even on the entire scene.

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Creating a scrolling bitmap component for the PushButton Engine

May 10th, 2010 by mas

In this article, I will show how you can create a ScrollingBitmapRenderer component for the PushButton Game Engine. You can even create paralax scrolling backgrounds or overlays with this component.

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Single Logon implemented

November 11th, 2009 by mas

Today I finished implementing the single logon system. It wasn’t an easy task but while learning some additional PHP techniques I managed to do it.

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Integrating Flint particles with the Pushbutton Engine

November 4th, 2009 by mas

This article explains how to integrate AS3 the Flint particle engine with the Open Source PushButton Flash Game Engine.

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PBE Rendering2D revision 538+

October 22nd, 2009 by mas

This post will show how to use the recoded rendering2D as of rivision 538 of the PushButton Game Engine.

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To make a game in flash – part V – Asteroids

October 8th, 2009 by mas

I added some asteroids to shoot at. When hit by the canon’s shockwave they explode into smaller ones that each get a random heading.

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Using the BulkLoaderResource Provider with PBE

September 24th, 2009 by mas

This tutorial will explain how the BulkLoaderResourceProvider is implemented and how it can be used and/or subclassed to load your resources in multiple phases.

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The PBE Resource Provider Model explained

September 24th, 2009 by mas

As of r485 the Pushbutton Game Engine (PBE) has implemented a Resource Provider Model to handle resources. This gives us some nice possibilities like loading resources ourselves or generating our own resources in memory.

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To make a game in flash – part IV – The marker weapon handler

September 11th, 2009 by mas

I finished creating the weapon marker handler and the canon-weapon. The weapon marker handler will create a marker on the spot where you click with your mouse and will send the closest idle weapon to that spot to fire.

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Use a runtime generated spritesheet with PBE

September 11th, 2009 by mas

The goal of this tutorial is to give some information how one can create a spritesheet at runtime to achieve things like fast performing glowing blurred objects with the Push Button Game Engine.

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