Creating a new Screen

Introduction Every Glue project must have at least one screen. To create a new screen: Right-click on the “Screens” item in Glue Select “Add Screen” Enter the name for the new screen Click OK Tutorial For information on how to create a new screen, see this page in the Beefball tutorial.

03. Creating a Screen

Introduction Screens and Entities are two common concepts in Glue. A Screen represents a container for game content and other Entities. Screens define the flow of your game. Often game developers will create many screens up-front to help them think through a game’s structure. Game play Screen (like the playing Screen in Pong). This is usually called[…]

04. Controlling an Entity

Introduction So far we have a basic structure for our game: an Entity with graphical representation, a Screen, and an instance of our Entity in our Screen. This tutorial requires writing code. How will we control our Entity? Before implementing code to control your Entity you will need to decide how to control an Entity.[…]

Tutorials:Controlling an Entity

Introduction So far we have a basic structure for our game: an Entity with graphical representation, a Screen, and an instance of our Entity in our Screen. This tutorial requires writing code. How will we control our Entity? Before implementing code to control your Entity you will need to decide how to control an Entity.[…]

02. Creating an Entity

Introduction This tutorial will cover how to create an Entity, which is the FRB term for a “game object”. Examples of entities include: Game characters (like Mario) Projectiles (like a bullet) UI elements (like a button) Text objects (like a score display) Our first entity will be called “PlayerBall”. Creating PlayerBall To create an Entity:[…]

Beefball

Introduction If you’re looking for a jump-start on how to make games with FlatRedBall and Glue, you’ve come to the right place. The following tutorials will walk you through how to make a game called “Beefball”. Beefball is a fast-paced physics based game similar to air-hockey. What are you waiting for, let’s get started! Completed[…]

08. Adding multiple players

Introduction Beefball is intended to be a competitive multiplayer game. So far we only have one PlayerBall instance, so let’s add some more PlayerBall instances. Previously we added a list for our PlayerBall. We can now add a second PlayerBall with minimal changes to our project. Adding a new PlayerBall To add a new PlayerBall:[…]

07. Creating the Puck Entity

Introduction Now that we have our PlayerBall movement working, we’ll add a Puck Entity which the user can hit around. You’ll find that the Puck is very similar to the PlayerBall. Creating a Puck Entity To create a Puck Entity: Click on the Quick Actions tab Click the Add Entity button Name the Entity Puck[…]

06. Advanced PlayerBall Controls

Introduction This tutorial will implement more advanced controls for the PlayerBall. Most games with first-person control (that is control where you directly direct an Entity, as opposed to third person control like RTS games – not to be confused with first person view) have fairly complex control logic. We’ll be implementing more advanced controls in[…]

ShapeCollection

Introduction The ShapeCollection class is a container for a variety of shapes. The ShapeCollection class is often used for collision maps and to define triggers. ShapeCollections are often loaded from .shcx files created by the PolygonEditor. ShapeCollections are a very common class due to the support of .shcx files in Glue. Accessing Shapes The ShapeCollection[…]