Posts Tagged ‘PushButton Engine’

Workspace and level management

April 5th, 2010

Level Master 2000 now has the possibility to switch between different workspaces (must lie within the application root though…seems like a flash restriction) and one can now save and load scenes! Before talking a lot, just take a look at the short video I setup:

Next on my todo list is creating undo/redo commands for creating and deleting entities and components. As soon as that’s done, milestone 1 for my thesis is finished! :)

Configuring Notepad++ for pbelevel format

March 23rd, 2010

I use Notepad++ for viewing my *.pbelevel files, and always had to do the extra clicking “Language >> XML” to configure it, to display the file with XML highlighting. I now found out, how one can configure Notepad++ to do this automatically: locate the langs.xml in your Notepad++ install directory and add the following line:

<Language name="xml"  ext="pbelevel"></Language>

And tada – you’re off to go!

How to Use SWFSpriteSheetComponent (PBE)

March 12th, 2010

JD Conley from Hive7 has posted a tutorial how to use his SWFSpriteSheetComponent for the PushButton Engine. Check it out at his blog, it’s definately worth a look!

In short, using this component, you can combine, what normally is hard to achieve with Flash: animation with “thousands of buildings on the screen at once“.

Understanding Local Flash Player Security

March 7th, 2010

Nate Beck has posted a great explaination about how Flash player security works. He covers what types of sand boxes there are, and for what they are good for.
Check it out at his blog: Understanding Local Flash Player Security!

First presentation of Level Master 2000!

February 14th, 2010

As promised, I’ve created a short presentation, which shows the currently implemented features:

Regarding further development: I’m on holidays* the upcoming and parts of the following week. I already got concrete refactoring plans and will post what features are to come after that.

*: Holidays in sense of going snow boarding and working on an old XNA based title we’ve worked on half a year ago, and needs some polishing in order that it can be able to be used in my portfolio. But more info on that when the time has come ;)