Category Archives: Programming

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

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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

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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

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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

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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

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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

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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

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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

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Stardust LEET Day Demo

Genie Capital held a LEET Day contest on May 29, 2011. This contest was all about demonstrating “cool” personal projects; mine was Stardust. Everyone was given 15-20 minutes to show his project. Afterwards, each contestant voted for 3 other contestants. … Continue reading

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Simple Bunnyhill Demos

As you may have heard, Flash Player Incubator is available now. This means you can view Flash contents powered by the Molehill API! Yeah for GPU-accelerated Flash movies!?Richard Davey has posted an article full of awesome Flash Player 11 Molehill … Continue reading

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