flixel

Been playing with flixel over the past couple of days, and wow! Such a fun framework. I haven’t had as much fun with anything in a long time. I’m not sure if it’s because I love 8-bit games or the fact that I have been tinkering with opengles too long, but something about flixel feels more intuitive than most frameworks I run across.

One of the things I like so much is the physics system. It’s straight forward and works with bounding boxes. It’s super simple to get in and do pixel level collision detection if you want as well. The best part about it is that it’s easy to make games feel like games from the days of old. There is something about box2D that never really felt right to me. flixel gives me a feeling of more control over the scene to do things that aren’t proper but work better for the types of things I’m interested in.

At some point I’ll need to update my spritesheet maker to export the long tilesets that flixel expects. Perhaps I can even have it generate some code to make it easier to update sprites in my projects.

It looks like they also put out an IOS port. They claim it has variable results, but I am looking forward to trying it out. If I can work even 1/2 as fast as I can with the flash version it would really be worth it to use.

The only downside I found to using it is the fact that the expectation is to using flashdevelop or flex. The way a lot of the create functions are written use “Class” as a parameter type. While this does make scene management/cleanup very easy it makes for a challenge when trying to build dynamic content. I did find a stratagy for fixing this, but it smells like leaks just waiting to happen. Overall if you go with the flow and don’t try to use dynmically loaded stuff or the flash IDE this is really a non issue.

Overall great work on atomic adam’s part. If you love 8-bit games and are comfortable with actionscript I definitely recommend checking flixel out.

3 Responses to “flixel”

  1. pSK Says:

    Hi Man, I stumbled across your Texture atlas maker, nice useful little tool :) I noticed the png it spits out is sized to the bounding box of the images, not the width and height entered in the text boxes.. is this deliberate? Most of the atlas based libs will be optimized for a power of 2 texture..?

  2. pixelrevision Says:

    I just made a change to this so that it now should be exporting the size that is set as opposed to picking up the width of output.

  3. pSK Says:

    Just tested, and looks great :)

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