FlatRedBall File Types:File and Object Associations

Runtime Object Save Class / SaveContent Class Processor File Type Scene SpriteEditorScene / SpriteEditorSceneContent SceneFileProcessor .scnx EmitterList EmitterSaveList / EmitterSaveContentList EmitterSaveContentList .emix NodeNetwork NodeNetworkSave / NodeNetworkSave NodeNetworkProcessor .nntx PositionedObjectList<Polygon> PolygonSaveList / PolygonSaveList PolygonSaveListProcessor .plylstx AnimationChainList AnimationChainListSave / AnimationChainListSaveContent AnimationChainArrayProcessor .achx ShapeCollection ShapeCollectionSave / ShapeCollectionSave ShapeCollectionProcessor .shcx GuiSkin GuiSkinSave .guisknx InstructionSet .istx

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[…]

Using Tiled Object Types

Referencing TiledObjects The Tiled plugin automatically creates and maintains a file called TiledObjects.Generated.xml whenever an entity is created or modified. It can be used in Tiled to simplify object creation. For a more detailed discussion of using a custom XML file for tiled objects, see the Tiled manual: http://docs.mapeditor.org/en/latest/manual/custom-properties/?highlight=object%20xml This file contains a list of all[…]


Introduction Files added to Glue will be managed for you automatically, simplifying the game development process. When a file is added to Glue the following occurs: Glue lists the file in the Glue UI The file is added to the proper Visual Studio/Xamarin Studio project A static member is added for the file in the[…]


Introduction The AvailableFiles.csv file is a file which tells the NewProjectCreator which files are available for new projects. This file is automatically populated for all current FlatRedBall project types, but you can add your own project types here if you’d like to support custom projects. File Location Assuming FlatRedBall is installed in the default location,[…]

Inheriting from FlatRedBall Types

Introduction This tutorial will walk you through how to create entities which inherit from FlatRedBall types. More accurately, the process of having Entities inherit from FlatRedBall types is very simple – all you have to do is change the BaseType to the desired type. However, this tutorial will discuss how to work with entities that[…]

Glue:Reference:Files:Project Specific Files

Introduction The “Project Specific Files” entry allows you to create files which are specific to a project. While most FlatRedBall types can load on all platforms, your project may need certain files to only be loaded on certain platforms. Reasons for this include: Certain platforms may not support certain file types. For example, at the[…]


Introduction Content managers provide functionality for organizing and caching game assets. They can be thought of as a “bucket of assets”. When you create an asset through the Content Manager, you give it a name (usually its file name) and decide which Content Manager it goes into. Later if the same name appears, the FlatRedBall[…]


Introduction The NamedObjectSave is a class that represents a component in a ScreenSave or EntitySave. In Glue, each tree item under the “Objects” tree node is one NamedObjectSave. Just like in Glue, NamedObjectSaves represent instances of one of the following: Entites FlatRedBall types defined in Glue Objects defined in a file (such as a Sprite[…]

Adding Files

Introduction Files can be added to Entities, Screens, and to Global Content Files (if a file is to be shared and never unloaded throughout execution of your program). Files can be added in one of three ways: New files – Glue supports creating brand new files of certain types which. Typically once these files are[…]