Welcome to the second step of the complete game creation with Cocos2D HTML5. This time we are going to add mouse interaction.
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Welcome to the second step of the complete game creation with Cocos2D HTML5. This time we are going to add mouse interaction. No comment yet.
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Do you want to add physics to your Flash projects with almost no code, keeping your scripts simple with only a few modifications, injecting physics attributes directly on your Display Ojects? Delete the scoop?
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Exactly a month ago I showed you the new Citrus engine which now supports Away3D. On the other hand, Away3D supports its own Physics engine called awayphysics, and I showed an example of what you can do with with a quick 3D physics with Away3D 4.1 and Bullet Physics Engine demonstration. Delete the scoop?
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When I released Hurry it’s Christmas Flash game I told you I would release the source code for free as soon as Christmas ends. Delete the scoop?
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Today is a great day for blog followers and Box2D lovers. Announced last summer, here it comes Box2D for Flash Games book, the guide to create amazing and realist physics-based Flash games using Box2D!! Delete the scoop?
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I wanted to have a look at a Bejeweled game featuring the 90 degrees array rotation I explained yesterday. So I took the script made by Brook Jordan in the complete Bejeweled game in less than 2KB – legible version and added some quick and dirty code to make it work: Delete the scoop?
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Before the summer I announced I was going to write a Box2D book which would be available by the end of the summer. Delete the scoop?
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If you ever wanted to enter a contest, this is your time. Delete the scoop?
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Some days ago I showed you a new Box2D library called PhysInjector, now it’s time to let you see how can you make a fully working physics game prototype in only 100 lines of code, braces and classes included. Delete the scoop?
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This is the reprise of an old post about detecting mouse gestures. Since I am making a quick game for my daughter using mouse (or finger gestures), I took the old algorithm and fixed a bug which prevented to correctly detect the up-right movement. Moreover, I optimized a bit the cde to avoid small movement detection. Delete the scoop?
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I really like when 3D and physics are easy to use, because game developers can delight us with new and original creations. Delete the scoop?
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Almost a couple of years ago I showed you how to create a Flash platformer using Citrus Engine, so if you are an old time reader, you should already know Citrus Engine Delete the scoop?
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One of the features which highly contribute to the success of a physics engine is the collision detection. NAPE has a robust collision detection, although you won’t find that much information around the web, that’s why this blog is a must read :) Delete the scoop?
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I always follow with great interest iforce2d‘s tutorials because they are plenty of interesting ideas. I was inspired by one of such tutorials when I wrote Flying arrows simulation with Box2D andBox2D flying arrows engine – first attempt, so when I realized the author released a full featured Box2D editor called RUBE (Really Useful Box2D Editor) I absolutely wanted to try it. Delete the scoop?
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If you like Flash games, then you probably know Gibbets, a physics game where you must save hanging people by cutting their ropes with an arrow. Delete the scoop?
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Welcome to the second step. It’s time to build a level and let the player rotate it with the mouse. Delete the scoop?
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I want to show you the video of a game I am working on. It’s called “Blob” because it does not have a name yet, but the interesting thing is it’s an endless running game which uses Box2D. Delete the scoop?
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As you should know, Box2D only manages rigid bodies, this means it assumes its bodies are made of the hardest material of the world, which cannot be bent or deformed in any way. This saves a lot of CPU when handling the simulation but what if we need a soft body, such as a blob? Delete the scoop?
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