Glue:Plugins:Tutorials:Adding files to a project

Introduction This tutorial will cover how to add files to a project using Glue plugins. We will be adding .cs files to a project when the project is initially loaded. Creating a project The first step is to create a Glue Plugin project. To do this: Launch the NewProjectCreator through the start menu. Select “Glue[…]

Glue:Tutorials:Adding files to Screens

Inroduction Once you’ve created Screens and Entities, the next step is to define what goes in those Screens and Entities. This is often called “content”. Before we get to how we add content, let’s talk a little bit about what contentis and why it’s so important. Understanding data What exactly is “content”? Content refers to[…]

Glue:Tutorials:Adding Screens and Entities

Introduction Now that you have created a Glue project, the next step is to add Screens and Entities to your game. At this point you may be asking, “What is a Screen? What is an Entity?”. Read on! What are Screens and Entities? You can think of Screens and Entities as “containers”. Entities usually contain[…]


Introduction A Spline is a curved path that you can use to create curved motion. Splines can be created in code or in tools like the SplineEditor. The default file format for a spline is .splx. Creating a Spline in code The following example instantiates a Spline, adds four points, calculates the velocity and acceleration[…]


Introduction The Song class can be used to play music in a game. The easiest way to play a song is through Glue, which requires no code. For more information on Songs in Glue, see this page. Supported File Types Format PC Desktop Android MP3 X X WMA X OGG X (with this codec installed)[…]

.scnx (File Type)

Introduction A Scene is simply a collection of different types of objects which can be added as a group. Usually scene creation begins in a tool like the SpriteEditor or TileEditor. The default file type of a scene is .scnx. These are XML files which describe a scene. These scene files can be loaded by[…]

FlatRedBallXna:Tutorials:Entities and Collision

For Glue users: This article was written for individuals implementing Entities purely in code. If you are using Glue, then you can perform most of what is shown below through the Glue UI. For a working example of how to add collisions to an Entity, please read through the Beefball tutorials, specifically the tutorial which[…]

FlatRedBall XNA Content Pipeline

Introduction Larger game projects generally do not load raw assets such as .png or .x files in their final version. Instead of loading from-file, many final projects load content through a “content pipeline”. To simplify the process of creating a content pipeline, Microsoft has included content pipeline support for XNA. While the necessity of a[…]


Note: The Scene object was a common object in FlatRedBall in the pre-Glue era, and initially when Glue was introduced. Currently the recommended approach for layout is to use Tiled for TileMaps, Gum for UI, and GlueView for manually placing Entities. Introduction A Scene is simply a collection of different types of objects which can[…]

Entity Inheritance

Introduction “Inheritance” is a term borrowed from the programming world. In Glue, just like with programming, it means to create a “base” object that defines characteristics shared by all objects that “derive” or “inherit” from it. For example, if you are making a racing game, you may want to create an Entity called Car. Once[…]