Create Box2D levels in a quick with Bison Kick
Some time ago I published a Basic Box2D editor using Flash movieclips.
Now it’s time to show you something way more interesting called Bison Kick by Jacob Schatz who runs the blog jacobschatz.com (bookmark it! It contains a lot of useful information).
It’s an online Box2D editor with live preview.
Besides it’s still under development, with more options to be added and a few bugs to be removed, it’s very fun and simple to use.
I tried to design a level to be used in a game like Totem Destroyer and I managed to export it both in AS3:
//order: x , y , height, width, rotation, isDynamic, shape, friction,density,restitution,ID var map:Array = [ [175,324,50,50,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[325,325,50,50,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[250,375,50,500,0,false,'SQUARE' , 1,0.5,0.5,'ground'] ,[250,275,50,300,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[250,200,100,150,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[125,225,50,50,0,true,'SQUARE' , 1,2,0.5,'heavy'] ,[250,125,50,50,0,true,'SQUARE' , 1,2,0.5,'heavy'] ,[375,225,50,50,0,true,'SQUARE' , 1,2,0.5,'heavy'] ,[250,50,100,50,0,true,'SQUARE' , 1,0.25,0.5,'totem'] ];
and in XML: Read more
Basic Box2D editor using Flash movieclips
When you are about to design a level or whatever else in Box2D, you have to face some design issues due to different unit measurements (Flash works with pixels while Box2D uses meters) and the common problems in level design: the need to have a WYSIWYG interface.
Some frameworks such as Citrus Engine, have a built in editor, but what if you are making a Box2D project on your own?
I am making a little Box2D editor to be used in a couple of games I am making, and it’s based on… Flash movieclips.
It’s the easiest solution if you don’t need a lot of features. The best solution for simple games such as Totem Destroyer.
It works this way: first, we need a movieclip with a box, centered in its origin:

Then using this movieclip, we start building the level in another movieclip just adding and transforming the original box movieclip:

Finally, we need to tell the movieclip which boxes are static and which ones are dynamic: I am giving a d instance name for dynamic boxes and a s instance name for static boxes.
Then it’s just actionscript: Read more
Following a body with the camera in Box2D – The smart way
We are about to create an intelligent camera that will follow a body in Box2D. What’s the difference between an intelligent camera and a dumb one?
Simple… the intelligent camera follows the object keeping it in the middle of the screen as long as there are enough game area to fill the screen. The dumb one just keeps the object in the middle of the screen, sometime causing to have just a little part of the game on the screen.
Let me make things clearer with a real world example:

In this map, taken from Crystal Kingdom Dizzy, the cherry is followed by a smart camera, because the cherry is centered and the game area fills the entire screen.
Now look at this: Read more
Following a body with the camera in Box2D
If you want to make a good game, a good camera movement is necessary.
This time we’ll learn to follow a Box2D object with the camera. Box2D does not have a “camera”, so we will have to move the stage according to body position. This is the same script as Real world catapult using Box2D – cleaner code, I just placed a gradient background to help you seeing how the camera is following the objects.
The main idea is following the catapult until it fires the cannonball, then following the cannonball.
This is the result:
Left and right to move, spacebar to fire
And this is the code: Read more
Quoted on Adobe Edge: April 2010 edition
If you want to read an interesting article about Flash games and physics, I suggest you to point your browser on Developing physics-based games with Adobe Flash Professional by Samuel Asher Rivello.
I was quoted in the article, but what makes it really great is the way it will guide you through the creation of a physics-based game called StackZ
Also, Samuel has an awesome way to comment the code, a must see for all coders.
Happy reading
Real world catapult prototype using Box2D – Cleaner code
We got it.
After the first catapult prototype and the “slippery wheels” sequel, this is a version with realistic movement and a lot cleaner code.
To add realistic movement I defined friction and restitution, making useless the CreateFixture2 function and widely using the more appropriate CreateFixture one.
This way I have full control on fixtures, while in the old way I could only define their masses.
This is the result:
Left and right to move, spacebar to fire Read more
Real world catapult prototype using Box2D – Adding wheels
Did you enjoy the catapult prototype?
Here I am with the second part, adding wheels controlled by left and right arrows.
Have a look:
Now you can move the catapult with left and arrow keys, and shoot with a mouse click
If you feel the catapult is running on an icy surface, that’s because I did not set any friction. I’ll do it next time, when I’ll also come with a decent code, meanwhile check this: Read more
Real world catapult prototype using Box2D
This is an early attempt to simulate a real world catapult using Box2D.
Raw and uncommented code, but a lot of useful information about compound objects, revolute joints and motors.
This is what you’ll get:
Click with the mouse to shoot the ball. Read more
Case study: The Big Adventure – a Box2D RPG
Ok, it’s not an april fool… the bulgarian freelancer Krasimir Tsonev really made a Box2D based RPG game called The Big Adventure.
And he also built the official game site with all features it needs to attract players: a community, a forum, a ladder, updated news… really a good job.
Now he wants to share with us his experience:
« Actually I wanted to create a RPG game since a long time ago.
I made a little research about what engine to use and now the game is based on Box2D. Your articles helped me a lot in the beginning. Now the game has more than 1200 registered users.
Here it is a short information about the game: Read more
Creation of a game with Citrus Engine
As said, we’re going to create a little game with Citrus Engine.
Since the engine it’s ready, we can start with level design.
So let’s open the Citrus Engine Level Architect, included in the package, and let’s start playing with it.
The key of this little tool is the right mouse key. Pressing it will open a menu with all available assets.

Choose Platform and you will be able to create static Box2D boxes.
Now click anywhere with left mouse button and a black square will appear: that’s the platform. Drag and adjust it as you want.

Don’t worry about extreme precision: we’ll retouch it later. Once you placed some platforms, from the right click menu choose and place the hero, a coin and a couple of crates. Crates represent dynamic Box2D objects. This is what I’ve made: Read more
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