Tag Archive: engine

I’ve looked at this Citrus Engine which is a platform game creator built with and for Flash before but previously it was not free to use. I check back in with it today and discovered that it is now perfectly free to use. I would assume that you need to be a somewhat experienced developer to be able to use the Citrus Engine because it uses ActionScript 3 but it also has a drag and drop Level Architect. The demo game on the homepage of their site is really really nice. Super smooth and contains very simple platform style functionality such as jumping and collecting items. And because it is built in Flash that means it will run on Android devices (and it might be possible to compile it in AIR for Android and iOS).

Here is a screen shot of the Level Architect that you could use to design levels for use in the Citrus Engine. According to their blog there are also other level editors available for the engine. Emanuele Feronato also has a blog post titled How to create a Flash platformer using Citrus Engine which shows how to build a simple level with Citrus Engine. It looks like he does it via code however. The level editor is also built in Adobe AIR.

I didn’t really want to dig into this platform creator when they were charging for it but now that it is free I’m sure I will find a project to use it with. If you aren’t quite into the coding part of creating games yet or if you just want to quickly prototype ideas before building your game in Citrus you might try to make your own games with the Pulado game designer first. If you run into the need for more advanced features and as you become more experiences with creating games then you could dive in and make something truely magical with the Citrus Engine.

Head over and test out the Citrus Engine for yourself here.


Advanced Tutorial #3 – Gameplay Options

* Note: Pulado is rapidly expanding the options in the Gameplay section so all current available options may not be shown in this tutorial.

Make your own games today with Pulado!

Advanced Tutorial #2 – Customize Opponents

Make your own games today with Pulado!

One thing about the Pulado engine that can be confusing to users is how the engine handles rotation of graphics.

Generally all graphics should be rotated 90 degrees to the left so that the top of the player’s head or the front of the space ship is facing to the left (with the feet and or engines to the right). For a human type character the face would then be facing down. If you get the rotation wrong it isn’t a big deal because you can manually set the rotation in the Pulado engine (on the Player Tab) after you upload your graphic if you need to.

Depending on the player type that you choose Pulado will automatically rotate the player graphic to face in the correct direction for that game play type. However, in some instances (like Move 360 Degrees Left) it could save you time if you import your player character with their head at the top, feet at the bottom, and facing forward (to the right).

Lastly most player graphics are generally on a an angle which is a multiple of 90 degrees. This usually means your character will shoot in one of four directions. However, on the Player Tab there is also an Angle setting. With the angle setting you can rotate the player angle from -90 to 90 degrees. The angle setting not only changes the angle of your player but it also changes the angle that the player character will fire it’s projectiles at. If you change the angle to -45 degrees and you are in “Move 360 Degrees Left” mode it you start firing your shots up and to the right at 45 degrees. If you also turn on Projectile Gravity you will have arcing projectiles that rise and fall along an arc. Sweet!

One exception to the rotated rule are backgrounds. Backgrounds should be designed with their 0x0 point at the top left corner and no rotation. What you see is what you get with backgrounds. The engine applies no rotation to them at all.