PushButton Engine
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Composition vs. Inheritance
Steffen Iterheim over at learn cocos2d posted a good article discussing the benefits of composition in games, and he linked the “Understanding Components” QuickTalk I did for PushButton Engine: Which reminded me I had never linked it here on my blog! So if you’re curious about why components are a great fit for games, I…
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Adobe MAX 2009 BYOL: Build a Flash Based Platformer in 90 Minutes
I will be doing a BYOL session at Adobe MAX 2009. It’s a lab where you learn how to build a platformer in Flash in 90 minutes, and it’s Wednesday at 4pm. It is titled “Build a Flash Based Platformer in 90 Minutes” in honor of its subject matter. It is pretty cool stuff, and…
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PBE Video Talks and Austin GDC
Hey there! We’ve been trying different approaches for the documentation for PushButton Engine. We have reference docs, API docs, and tutorials. There are comments at the class, function, and body levels. There are example applications of varying size and complexity. There’s still a lot more to document, but what is covered seems to be making…
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Tweaking your game with Google Spreadsheets
Our latest game, Grunts: Skirmish, has 200 tweakable parameters. There are 9 player units with three levels of upgrade, and another 9 enemy units. Each unit has between three and ten parameters that can be altered. We tried a few approaches – hand-editing a large XML file (but it was too large and spread out)…
