{"author_name":"Ashera","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[{"author_name":"","time":"August 19, 2010 12:21 am","epoch":1282195260,"text":"Hey, great idea.  I&#8217;ve had similar thoughts, but I just haven&#8217;t devoted time to it.  Glad to see someone beat me to it.","spam":"N"}],"epoch":1282190700,"likes":0,"metadata":{"p_key":"70294","p_author":"Ashera","p_authorkey":"1550","p_urlkey":"106114","p_title":"Stixel \u2014 Like Flixel but more Flash-y","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282190700","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"1550","us_name":"Ashera","us_username":"ashera","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>For this Ludum Dare, I&#8217;ll be using the Actionscript library\/engine I started writing last Ludum Dare. I&#8217;m calling it Stixel for now, since it started as a replacement for Flixel.<\/p>\n <p>Stixel has some physics, including mass\/momentum calculations. Its collision detection assumes circles. Structure-wise, it&#8217;s more vector-oriented and Flash-like than Flixel, relying on the display list for rendering and nesting. It also supports wrapping maps.<\/p>\n <p>The source zip contains:<\/p>\n <ul>\n <li>The current version of Stixel<\/li>\n <li>The state machine classes I created last Ludum Dare for managing game states<\/li>\n <li>An experimental Asteroids game that shows off some features of Stixel (wrapping, rotation, physics)<\/li>\n <\/ul>\n <p><a href=\"selenetan.com\/dump\/stixel001.zip\">Stixel 001.zip<\/a><\/p>","time":"August 18th, 2010 11:05 pm","title":"Stixel \u2014 Like Flixel but more Flash-y"}