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Posts Tagged ‘PBEngine’

Paralax scrolling scenes added.

Monday, September 20th, 2010

A scene is a multi-layered game environment. With a scene you can create a static or paralax scrolling background for your games. Using the layer index attribute you can even create your static HUD overlay that will float on top of your scrolling game world.

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Generate PBE source code (as3) for animation preview

Monday, August 23rd, 2010

To make the life of an actionscript developer , that works with the open source Push Button Flash Game Engine, just a little better, makeyourflashgame.com now offers PBE source code generation.

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PushButton BitmapData modifiers explained.

Thursday, July 22nd, 2010

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

Monday, May 10th, 2010

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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Integrating Flint particles with the Pushbutton Engine

Wednesday, November 4th, 2009

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+

Thursday, October 22nd, 2009

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

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Using the BulkLoaderResource Provider with PBE

Thursday, September 24th, 2009

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

Thursday, September 24th, 2009

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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Use a runtime generated spritesheet with PBE

Friday, September 11th, 2009

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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Using Multiple Filtered (Bitmap)Scenes in PBE 1.0

Wednesday, August 26th, 2009

The goal of this Tutorial is to give some information about the Scene2D BitmapData Component and show how to create a 3 scene layered sample that uses bitmap filtering.

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