FlashPunk nearing release
Holy, lack of updates...
Anyways, that doesn't mean lack of work. I've been getting plenty done over the past couple weeks. The first update for Skullpogo iPhone is coming soon, and will feature a tasty new game mode. There will be pitchforks, flying pigs, growing cows, and a setting sun! The gameplay for this mode will still be pogoing, but it still plays very very differently from the other modes (first and foremost: no levels! ... ?) so expect that to come in the next few weeks here, we'll see how things go.
In other news, I'm coming very close to releasing my Flash game engine!
You can click on that image above to go to the WIP website I have purchased for the project. Hopefully I can get a few dedicated folks working with it in the first while, so then I can start pumping out some awesome extra tools and updates for it in the weeks and months to follow.
Speaking of which, I should explain. For those of you who aren't aware, it will be a free Flash engine that you can use to create your games in. It's similar to (and largely inspired by) Adam Atomic's Flixel, and is meant to be a competitive (although friendly) alternative to his engine. You do NOT need to have Flash to use the engine, all you need is to download FlashDevelop (although Flex will work just as nicely) which is free and open-source, so you can make Flash games with a fast and clean framework provided by me, and without paying a cent.
So yeah, that's what I've been up to. I'm excited to release it, and really hope to see some cool games come out of this!
Anyways, that doesn't mean lack of work. I've been getting plenty done over the past couple weeks. The first update for Skullpogo iPhone is coming soon, and will feature a tasty new game mode. There will be pitchforks, flying pigs, growing cows, and a setting sun! The gameplay for this mode will still be pogoing, but it still plays very very differently from the other modes (first and foremost: no levels! ... ?) so expect that to come in the next few weeks here, we'll see how things go.
In other news, I'm coming very close to releasing my Flash game engine!
You can click on that image above to go to the WIP website I have purchased for the project. Hopefully I can get a few dedicated folks working with it in the first while, so then I can start pumping out some awesome extra tools and updates for it in the weeks and months to follow.
Speaking of which, I should explain. For those of you who aren't aware, it will be a free Flash engine that you can use to create your games in. It's similar to (and largely inspired by) Adam Atomic's Flixel, and is meant to be a competitive (although friendly) alternative to his engine. You do NOT need to have Flash to use the engine, all you need is to download FlashDevelop (although Flex will work just as nicely) which is free and open-source, so you can make Flash games with a fast and clean framework provided by me, and without paying a cent.
So yeah, that's what I've been up to. I'm excited to release it, and really hope to see some cool games come out of this!









5 Comments:
Hey Chevy,
I have been working with Flixel for a couple of months now and I am loving flash development, so I cannot wait to see what your engine offers. :D
Keep up the awesome work.
I think will start flash and learning it using flash punk I am so excited :)
Howdy, im a Flixel user and im loving pretty much everything about it apart from the totall lack of memory managent (for instance there is no way to remove a sprite once you add it... or a layer...!)
So... does your engine have some proper memory mangement?
Howdy, im a Flixel user and im loving pretty much everything about it apart from the totall lack of memory managent (for instance there is no way to remove a sprite once you add it... or a layer...!)
So... does your engine have proper memory mangement?
One of the most notable things about FlashPunk is its speed and memory management. It makes heavy use out of object-recycling and shows really low memory usage when running. Garbage-collections are reduced to a minimum, and I plan to have several helpful memory-management tools available in V1.0.
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