After years of experience with PushButtonEngine from the PBLabs company, they released PushButtonEngine 2. PBE2 was a quantum improvement on PBE1, but PBE2 had a short life before being rebranded as Smash. It is now available at Smash.io and I have completed a simple, complete demo game.
By default most game developers use inheritance-based architecture. Make a class and fill it with method-based functionality, then subclass and subclass to create a hierarchy (e.g. PlayerClass, EnemyClass, ItemClass etc…) of concrete classes. This has drawbacks which I outlined in article I wrote for Adobe “Developing Flash Games with the Pushbutton Engine“. It is a good read and still is relevant to how Smash works.
I love component-based gaming. This means functionality is added as classes within an entity and is contrary to inheritance-based gaming. Its a bit of a mind-bender when you first start, but the benefits become obvious to most developers during his or her first project.
- Small core. Just 4 central classes to learn.
- Dependency injection. Wire game logic together.
- Component-based object model. Build complex game objects from simple components.
- Groups, sets, and object lifecycle. Track your game objects safely and avoid resource leaks.
- Battle tested main loop. Keep your game flowing even on the lamest of netbooks and mobile devices
- Debug Console. Log and command your code from a familiar command line interface.
- Join the Smash Game Framework group on LinkedIn.
- Download the complete source-code for the FlyerGame with the Smash Framework (See ‘Member Resources’ below)
- See the simple, complete “FlyerGame – One Game, Many Many FrameworksL” article (Has HTML5, Unity3D, and AS3 Stage3D versions!).
[private_Free member]Enjoy this members-only content!
- Download the complete source-code for FlyerGame with the Smash Framework