Search results for: “FlatRedBall Content Manager”

  • FlatRedBall Moves to .NET 6 and Much More!

    FlatRedBall Moves to .NET 6 and Much More!

    FlatRedBall is now making a big upgrade to .NET and MonoGame 3.8.1. This means the FlatRedBall Editor (aka Glue) and new game projects are on .NET 6. This upgrade brings along a lot of changes to FlatRedBall, so let’s dive in! Note that some of the changes below require creating a new .NET 6 project…

  • FlatRedBall.Forms 1.2 Released

    FlatRedBall.Forms 1.2 Released

    Introduction The latest release of FlatRedBall, Gum, and Gum plugin in Glue includes support for FlatRedBall.Forms version 1.2. This version adds the following functionality: New StackPanel control New AddChild method for all FrameworkElements (allowing parent/child relationship to be created without accessing the Visual object) Support for same-named Gum runtime objects in different folders with the…

  • FlatRedBall.Forms 1.1 Released

    FlatRedBall.Forms 1.1 Released

    The latest templates and Glue plugin include support for FlatRedBall.Forms 1.1. This version adds the TreeView control, along with the TreeViewItem used within the TreeView control. Example Code The latest Glue + Gum plugin includes default implementations for TreeView and TreeViewItem. This means that the TreeView can be created purely in Gum, purely in code,…

  • Dear ImGui Integration

    Dear ImGui Integration

    The Dear ImGui open source library provides a cross-platform way to quickly make user interfaces.  While it is not as pretty as interfaces made in Gum, it does allow for quick creation of powerful UIs for certain audiences.  It has found significant usage for in-engine game development tools, even in high profile AAA games such as the…

  • Hot Reload and Improved Build in Glue

    Hot Reload and Improved Build in Glue

    One of the most common task in game development is stopping a game to make small changes, then restarting the game. Of course, doing this just one time is a fast process, but over the course of an entire game this can add up. The latest version of Glue focuses on speeding up the stop/tweak/restart cycle. This…

  • Creating Damage Over Time

    Creating Damage Over Time

    Introduction Many game types include collidable areas which deal damage over time to characters or enemies within the area. This type of behavior can be accomplished in Glue with a little setup. This post shows how to implement damage over time using standard entities. Damage Over Time vs. Simple Collision The simplest situation for damage…

  • Generated Resolution Code Now Supports Custom Code Modifications

    In the past Glue’s Camera Settings window generated code which could not be modified at runtime. These settings made it very easy to set up a game as desired with no code, but the code never allowed modifications to be made after the game started, at least until now. The latest version of Glue generates…