V3.1.4 improvements and Feathers

Hey there,

With this new update, we have included Feathers into all SWCs builds including Starling. Feathers isn’t used by the engine itself (at this time so this addition won’t change final file size if you don’t use it), but it was requested by many guys to make advanced user interface for their game. With this new update, you’ve all the Adobe Gaming SDK in one framework especially designed for building awesome games! Using SWC file, you will compile your game in no time, and also we make sure those libraries are up to date, and compatible between them!

This update involves many improvements concerning camera, State management, Flash Pro as a level editor, UI and physics objects. Also we have started the draft for the V3.2.0 and as usual we will enjoy your feedback! Continue reading

V3.1.1 Stage3D Interoperation

Hey folks,

We would like to thank you for the very nice feedbacks on the previous build, it seems that you loved the Braid demo!

It’s already time to provide a new build with some fixes and improvements. We have unify the way that Away3D is added, now it uses a template like Starling with a cool setUpAway3D function which also allows Stage3D Interoperation. It means that you can easily create your Citrus Engine game with Away3D and use Starling for a 2D interface, in-game menu, ect. Continue reading

V3.1.0 new input system, Nape 2, multiplayer friendly, meet Braid.

Hi guys,

Two weeks without Citrus Engine updates? What happened? No worries, we have worked hard to make this new update available adding tons of improvements, update and new features! A quick cool one : thanks to AIR3.6 and the LevelManager update you’re now able to load SWF levels made with Flash Pro on iOS!

In this update we have made one breaking change : no more “com” and “engine” package, just “citrus” now. This one has been made to remove problems with code hinting in some IDE : you had to resize the code hinting window to actually see if you were in a box2d package, or a nape package, etc. We apologize for compatibility issues with games made with the previous version (it takes some time to rename package in level editors…), that’s why we started to save old SWC releases on the GitHub.

We’re pleased to announce a new input system available! Thanks to this one you can easily change your key configuration, handle VirtualJoystick and VirtualButton for quickly making awesome mobile games. We’ve added a channel system which means that henceforth the Citrus Engine is multiplayer friendly! Also with this new input system comes a TimeShifter for time manipulation, like in Braid game. Yup, we’ve made a Braid demo with the engine (3 Mo to load, shift key for time management), also available on Android devices through an apk (working fine on Nexus 7). That’s one of the features of the TimeShifter, it allows to replay input actions too.

And finally, we’ve updated on Nape 2 (and Starling RC 1.3 without compatibility issue). We’ve worked hard on the Nape platformer pre-built objects, now you have the same feeling with box2d ones concerning : world/space gravity, NapePhysicsObject, Enemy & Hero behaviors. So everything is ready to start this new Ludum Dare! Continue reading

V3.0.4 meets the Dragon!

Yesterday when we pushed the version 3.0.3 we didn’t know that one day after, we’ll push a new build. We’d some time to take a look on DragonBones, the Open Source 2D skeleton animation solution for Flash. Quickly, it appears that it was a must have to support into the Citrus Engine. One hour later, it was already included!

At the same time we have created a new ObjectMaker class exclusively for Starling, to improve performances. Therefore we have updated the parser for the Tiled Map Editor software.

This update has been pushed quickly so every guys going to the Adobe Game Jam in Chicago can test this new features. Also we’re very pleased to announce that Nick, a CE’s contributor, will be present at this game jam! Continue reading

Updated to Version 3.0.3


We are happy to offer a new build one week after the previous one. The release rhythm is sustained to provide quickly new features and inform on the direction of the engine. We always detail the changelog as much as possible so you can upgrade without pain.

The showcase page has been updated with two new games : Stack of Defence which is a nice mix of tower defence and physics game and Les aventures d’Aïcha a platformer game using Starling where you control several characters having different skills!
Joseph Labrecque, a well known person in the Flash community, has made a game using the Citrus Engine during the Charity Game Jam which was last week-end. He shares his experience with source code!

This time we didn’t need to make bug fixes (good news concerning the stability of the engine!), we have added some cool improvements (PoolObject managed by the State, ATF, Tiled Map Editor ObjectMaker improved) and announcing the future V3.1.0 which will be multiplayer friendly! Also there is a support page now and we invite you to give it a look. Continue reading

Version 3.0.1 is out

Hi Citrus engineers!

We would like to thanks people for the nice welcoming made to the Citrus Engine!

We’ve received some pull requests (it’s always an awesome feeling!), bug report/fix and ideas of new features. The community is already growing, thank you very much!

This first revision include mostly fixed bugs, change some platformer objects behaviors, improve performances and prepare a new (huge) feature under the hood. Continue reading

Using Starling Tiles for large game levels

Hello, my name is Nick and I’m going to show you how to use the Citrus Engine’s tile system allowing you to create large game backgrounds.

Sometimes you will want to create levels that are larger than the maximum texture size allowed when using Starling, and converting that 5000 pixel wide background into tiles can be greatly simplified! The TileSystem is setup as the view property of a CitrusSprite. When you create the TileSystem you can use one of 2 methods of loading your graphics in.

  • From a strictly code approach, the TileSystem brings in a 2D array of tile images you have sliced in photoshop. It will arrange and place the tiles for you. This option also allows ATF files for better performance and a smaller GPU memory footprint.
  • In your level layout swf you can place a MovieClip on stage for the TileSystem to convert for you! The TileSystem will take your MovieClip (well, sprite since it can’t have a timeline) with vector or bitmap graphics, convert it to a BitmapData and slices it into tiles of a size you specify. This is a great way to get all of your artwork in one place!

So let’s go over both! Continue reading