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Emanuele Feronato
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Blog of Emanuele Feronato, an italian web developer.
Many examples, tutorials, hint and tips
Recent Posts Tagged With box2d
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Box2D tutorial for the absolute beginners – revamped
About a year ago I published a Box2D tutorial for the absolute beginners. With 2.1 release, a lot of things changed, so it’s time to publish another tutorial for the absolute beginners. In this tutorial we’ll cover needed libraries to imp...
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Box2DFlash 2.1a released – what changed
Some days ago Boris the Brave released the new version of the popular physics library. There are some critical changes that won’t make old projects run in the new environment. The most important ones are: It is now not necessary to specify a s...
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Way of an Idea Box2D prototype – Step 3
Welcome to the 3rd part. In part 2 we allowed the player to draw the chalk track in a “paused” Box2D environment and then run the simulation. Now it’s time to delete our chalk track. A bit of theory: although the simulation is paus...
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Shrink it Box2D prototype – Step 2
In the previous step I showed you how to shrink/expand any kind of polygon. Anyway in the original game, you can’t expand objects as much as you want, because you need mass to do it, and this adds strategy to the gameplay, because you have to s...
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Way of an Idea Box2D prototype – Step 2
It’s time to apply the concepts seen at Pausing a Box2D simulation with Way of an Idea Box2D prototype to create a paused Box2D simulation that will start only when you’ll press SPACE, and meanwhile you can draw paths, just like in the or...
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Pausing a Box2D simulation
There is a Box2D feature easy to implement and capable to add interesting gameplay that I haven’t found explained anywhere: the pause. I want to stop a Box2D simulation when I click the mouse, and to play it again with another click. The core f...
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Shrink it Box2D prototype
Finally the Shrink it prototype is ready. This post continues Scaling objects with Box2D and Scaling objects with Box2D – part 2, with these features: 1) You can’t modify static objects 2) You can shrink objects with left mouse button, and e...
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Way of an Idea Box2D prototype
Did you enjoy Way of an Idea? Nice physics game… besides the joints and motors used in level design, the most interesting part is the chalk drawing. . We are going to do it in three steps Step 1 – Freehand drawing Let’s start with a...
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Scaling objects with Box2D – part 2
In the first part I showed you how to scale a circle. Now it’s time to scale a square… but before entering in the tutorial, I would like to do some cut/paste theory :) In Euclidean geometry, uniform scaling or isotropic scaling is a linea...
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Scaling objects with Box2D
I would like to start talking about a Shrink it prototype but I noticed it’s most based upon objects resizing. So before trying to replicate the game, let’s start with some info about object scaling in Box2D The first interesting thing ab...
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Play BarBalance, my latest game
I would like you to play BarBalance It’s a Box2D game made for the 60 seconds to fame contest built around Stabilize! concept. You can follow the various steps during the creation of this game at this post and the links you will find in it (I ...
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Creation of a Flash Stabilize! clone using Box2D – part 4
Here I am with the 4th part of this prototype. In part 3 we saw the “next” feature, this time we’ll trigger the collision among crates of the same color. This will allow you to create the classic “match stuff of the same color...
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Creation of a Flash Stabilize! clone using Box2D – part 3
Here we are with the 3rd step. Read steps 1 and 2, then continue with this post. One thing I missed in Stabilize! was the “next” feature, something showing the block we are going do drop after the current one. The first time I saw this fe...
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Creation of a Flash Stabilize! clone using Box2D – part 2
Time to add some new features to our Stabilize! clone we started in this post. The features we’ll add this time are: * Restricted area in which you can drop crates * “Real” crates, made with a movieclip, take the place of the boxes ...
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Creation of a Flash Stabilize! clone using Box2D – part 1
In Triqui’s picks 1 I told you Stabilize! is a good game to clone using Box2D. And I would use this post to focus on another thing too… it’s about recycling. I mean… once you code for a while, or follow developer’s blogs...
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WorDrop
Word Play contest is over, you can see the winners in the official MochiLand post, and it’s time to show you my little game based on words. It’s called WorDrop and it’s a Box2D game made in a couple of days based on this prototype. ...
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Basic Box2D rope
It’s time to create a rope with Box2d. To start defining a rope, we’ll start from something similar: a chain. A chain is a series of two or more connected links. The smaller and closer the links, the more flexible the chain. So we can def...
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Introducing Box2D filtering
In Box2D, normally every object collides with other objects in the stage. But sometimes we may need a way to make an object collide with only certain objects, ignoring the rest. I am not talking about sensors, but real objects that won’t collid...
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Rendering joints with Box2D
In most Box2D projects you can see how to render bodies or attach objects to them, but I couldn’t see any tutorial about rendering joints. If you look at the classic rendering loop it’s something like this one for (var bb:b2Body = m_...
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Simulating a hook with Box2D
In a comment to Pumpkin Story prototype, a reader asked for a function to simulate a hook. This can be quite easily done in some steps. This first step will set a rule: you can only hook to a static body. Obviously it’s not a mandatory, rule, b...
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Pumpkin Story prototype
This quick Pumpkin Story prototype is made merging and mixing these scripts: Drawing arcs with AS3 and Creation of a Flash artillery game using Box2D. If you notice, it’s similar to an artillery game (like Bloons) with the “only” di...
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Word Play contest prototype, four days to make something decent out of it
The final deadline for “Word Play” Flash Game Contest ran by MochiMedia is September 18 and if you did not submit any entry, here it is a prototype you can use to make something better out of it. The concept is based upon How to use an em...
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Creation of a Flash artillery game using Box2D – part 2: removing bullets
This is the second part of Creation of a Flash artillery game using Box2D… one reader asked for a function to make blocks (bullets) disappear after 10 seconds or any given time. I found the question interesting, and here I am writing something ...
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Creation of a Flash artillery game using Box2D
Small intro: having a plugin that allows readers to vote posts can help you understanding what do readers like. I saw readers liked a lot Create a flash artillery game – step 1 so I decided to create something similar with modern techniques (that p...
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Simplify your Box2D projects with QuickBox2D
You know with Box2D you can make interesting games like Mazeroll, SamePhysics or Filler, but even if I published a Box2D tutorial for absolute beginners, everyday I am receiving emails complaining about the excessive complexity of this library. If yo...
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Box2D platform engine alternative
Everybody should know Box2D is the best engine you can use to make a platform game. Rick Triqui, my latest game, was made with PlayCrafter that uses Box2D, and I’m starting to code my own Box2D platform engine. Luis Fernando Silva, author of th...
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Basic Filler engine with Box2D – part 3
Here we are with the 3rd part… this time we’ll manage collision detection. I recommend to read step 1 and 2 before continuing. You should how to manage collisions with Box2D, and if not go and read Understanding how Box2D manages collisio...
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Platform engine using Box2D – Step 3
In this third part of the platform engine, it’s time to make our hero jump. First, I suggest you to read parts 1 and 2 if you already didn’t, then you should know something about the magic of compound objects and how Box2D manages collisi...
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Basic Filler engine with Box2D – part 2
Some time ago I published Basic Filler engine with Box2D – part 1, now it’s time to see the next step. I am going to add enemies, the evil bouncing balls. Obviously, enemies aren’t affected by gravity, and this can be made following the...
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Managing multiple gravities with Box2D
One of the apparently hardest things to do with Box2D is assigning different gravity forces to different objects. For instance, you may want the world to be ruled with regular gravity, while you don’t want the bullet fired by your character to ...
