02 – Creating a Plugin Project

Introduction This tutorial provides instructions for creating a simple Glue plugin. This is the first step in creating any new plugin. Obtaining Source The easiest way to create Glue plugins is to use download and develop your plugin in a solution which includes Glue source. Instructions for downloading Glue source can be found on the following[…]

View Projects

Introduction The View Projects menu item displays the current Visual Studio projects for the current Glue project. Initially only one project will appear in the Projects tab when selecting View Projects. The following image shows the Projects tab with a single XNA 4 project named TownRaiser: Synced Projects Synced projects are used to develop multi-platform[…]

Using Farseer in a Glue Project

Introduction This walkthrough shows how to add Farseer to a simple Glue project. We will create a diagonal stack of blocks which will fall and collide against a static surface. This tutorial uses the FlatRedBall desktop engine, which means it uses proper XNA (as opposed to MonoGame). MonoGame projects must use the MonoGame version of[…]

02. Creating a GameScreen

Introduction This walk-through creates two screens. The first is a screen called GameScreen which will define what our game will have in every level. The second is a screen called Level1 which will have only files and objects for our first level. GameScreen will be a base class for Level1, and any additional levels will also[…]

FlatRedBall Source

Update February 2020: FlatRedBall Glue is transitioning from XNA and .NET Framework to MonoGame and .Net Standard/Core. Currently all development is being done on the NetStandard branch, so if you would like to build FlatRedBall Glue form source, we recommend pulling the NetStandard branch.   The FlatRedBall Game Engine and Tools are all open source.[…]

FlatRedBall on Windows 8

Introduction Windows RT apps are fully supported by the FlatRedBall engine and Glue. This means that users are able to create apps and distribute them on the Windows Store, and they will run on Windows RT devices. Visual Studio It is recommended that you upgrade your version of Visual Studio to Visual Studio 2013 Community.[…]

FlatRedBallXna:Tutorials:Clipping Sprites

Introduction Clipping is the process of removing part of a Sprite from being rendered by defining a rectangular area which will contain the Sprite. This tutorial will show you how to write code to clip Sprites within a rectangle. This form of clipping has some requirements: The Sprite being clipped must not be rotated The[…]

FlatRedBallXna:Tutorials:Render State Changes

The following set of tutorials will explore the impact of render breaks (also sometimes called render state changes) on the performance of a game. Understanding render breaks is important for squeezing maximum graphical performance for out of your game, especially on mobile platforms. For information on the FlatRedBall Profiler, which can help measure render breaks,[…]

01. Creating a Glue project

Introduction This tutorial will introduce the FlatRedBall engine, and Glue – a program which helps with the creation and organization of game projects. We’ll be exploring Glue’s features by creating a game called Beefball – a multiplayer competitive game similar to air hockey. When finished our game will have two circles, each movable with either[…]

FlatRedBallXna:Tutorials:FlatRedPong Tutorial – Part 3

Introduction This tutorial series will show you how to create a simple but complete pong clone. In this part of the series you will learn to organize the game in Screens (create a menu screen, add a popup screen), add a pause mode to the game and make mouse based collision detection. Adding a new[…]