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[…]

New FlatRedBall Editor (Part 2)

Recently a new version of the FlatRedBall Editor (aka Glue) was released with support for embedding a game window (and support for edit mode). Today the FlatRedBall Editor has been updated with many changes to make it easier to work with. Let’s take a look at some of the changes! New Game Toolbar The Game[…]

The New FlatRedBall – The Biggest Change Yet!

The latest version of FlatRedBall brings together work from the past few months to create a new development experience. The largest of these changes is the integration of the game window. The game can be played in the FlatRedBall window, or it can be switched into edit mode to make changes to the game. Embedding the[…]

Announcing Glue Wizard

FlatRedBall Glue has always been a program for improving the speed of game development. The latest version includes a wizard which greatly simplifies new project setup. Previously, even as recent as a month ago, setting up a new project with levels, a player entity, collision, and tiled map files could take an experienced FlatRedBall user over[…]

The latest monthly Teotihuacan is available

The latest monthly named Teotihuacan – named after the ancient city located in modern Mexico – is now available on github and through the Glue New Project creator. It is the largest starter and monthly project to date, containing many new FlatRedBall technologies for making development faster than ever. Of course, it’s also a blast to[…]

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[…]

Tiled Plugin 1.7 – Alpha and Color

The latest version of the Tiled plugin adds per-layer Alpha and Color (Red, Green, and Blue) values, enabling even more flexibility in rendering .tmx files. Alpha From TMX The Tiled program supports alpha values on each layer. Setting the alpha on a layer will automatically apply that alpha when the game runs. Changing Color/Alpha in[…]