I’ve converted my latest side scrolling flash game into an engine over the last couple weeks. I’m making it to simplify a lot of the “loops” that need to be run through when creating a new game.
For instance all the listeners that need to be setup to load xml/images becomes just a bunch of bloated code. I’ve specialized the loader classes to take care of that, so all you need to do is load an image– and check when it’s ready. Since you have a main loop, needing listeners seems to be just an extra step.
The engine will be setup to provide a good foundation for all 2d genre games.
Levels are seperated into “screens” so that I can patch existing screens together, and may be able to even re-use screens with separate graphics.
I was able to integrate box2d as the physics engine, but have an issue with it simulating everything, rather than just what is on screen (for a scrolling game). I might have to take it apart and customize it for what I need. For instance my RPG game has an enormous amount of tiles, and if a similar game needed physics, it should never be done on more than 4 screens at a time (assuming you stop in the middle of all four).
I have posted the side scroller created without the engine on facebook, but will finish it up with final graphics and with better transitions using the engine. After that, I will redo my asteroids game, and start on an arcade game like bejeled/tetris/connect4!
