Stixel — Like Flixel but more Flash-y
For this Ludum Dare, I’ll be using the Actionscript library/engine I started writing last Ludum Dare. I’m calling it Stixel for now, since it started as a replacement for Flixel.
Stixel has some physics, including mass/momentum calculations. Its collision detection assumes circles. Structure-wise, it’s more vector-oriented and Flash-like than Flixel, relying on the display list for rendering and nesting. It also supports wrapping maps.
The source zip contains:
- The current version of Stixel
- The state machine classes I created last Ludum Dare for managing game states
- An experimental Asteroids game that shows off some features of Stixel (wrapping, rotation, physics)
Comments
19. Aug 2010 · 05:21 UTC
Hey, great idea. I’ve had similar thoughts, but I just haven’t devoted time to it. Glad to see someone beat me to it.