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Author Archives: Allen Chou
Astrobunny ProjectFUN Prototype
Astrobunny is my term project at DigiPen for this semester. We’re building the game with the game engine provided by the school, DigiPen ProjectFUN. It’s a 2D top-down space-themed puzzle game, where the player controls a bunny in a spaceship … Continue reading
Posted in Gamedev
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Rusher 2 – Renderer2D
Go to Rusher 2 project homepage Rusher 2 tutorial list View Renderer2D example Example source There is a built-in 2D camera-layer-based renderer system in Rusher 2, which is based on the 2D renderer in Rusher and the rendering system in … Continue reading
Rusher 2 – State Machine
Go to Rusher 2 project homepage Rusher 2 tutorial list View State Machine example Example source This tutorial introduces the StateMachine system in Rusher 2. States and State Machines In Rusher 2, the StateMachine class is used as a component … Continue reading
Posted in Rusher
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Rusher 2 – Composite Commands
Go to Rusher 2 project homepage Rusher 2 tutorial list View Composite Commands example Example source The previous command tutorial covered the basics of simple command executions in Rusher 2. Here I’m going to show you how to make use … Continue reading
Posted in Rusher
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Rusher 2 – Commands
Go to Rusher 2 project homepage Rusher 2 tutorial list View Commands example This tutorial will be a short and easy one, since it’s based on the Keybaord example in the previous tutorial. The CommandManager System Rusher 2 has a … Continue reading
Posted in Rusher
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Rusher 2 – Getting Started
Go to Rusher 2 project homepage Rusher 2 tutorial list View Cursor example View Keyboard example Example source In this tutorial I’ll show you how to put together two minimalistic games, or two very simple applications in particular, one with … Continue reading
Posted in Rusher
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Rusher 2 – Introduction
Go to Rusher 2 project homepageRusher 2 tutorial list Here I’ll give a very brief introduction to Rusher 2, my next version of my component-based game engine for ActionScript 3.0. Component-Based Game Engine First off, what is a component-based game … Continue reading
Posted in Rusher
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Redesigning Rusher
The current version of Rusher was based on the component-based architecture of PushButton Engine. I’ve used Rusher with a couple of personal experiments, and I soon found out the fact that Rusher is simply “too fat”. Too much code is … Continue reading
Posted in Rusher
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Some Thoughts on Bunnyhill Interface Design
I’ve gone through my first three weeks at DigiPen, and I finally have some time to cuddle with FlashDevelop once again. I’ve decided to rewrite Bunnyhill from scratch. It’s been months since my last revision; lots of updates have been … Continue reading
Posted in Programming
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Settled in Redmond
It’s been two weeks since I got here in Redmond, a little city next to Seattle, and more importantly, where the Microsoft HQ is located, and EVEN more important, where DigiPen is located. I found out that people here normally … Continue reading
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