In speaking with Joel Martinez about my most recent game project, we got to the point of talking about finishing a game, and he mentioned something about animation. A friend of mine had developed part of a game engine I had always planned to use which had a pretty intuitive and well laid out library. When I mentioned that to him, he pointed me toward FlatRedBall.com.

I was blown away.

This game engine / framework has it all:

At first I was feeling a bit like using this type of thing would mean that I was giving up something, like I had lost that “cool” factor or some form of virtual street cred. Developing with flatredball would be nothing more than using some tool where you drag and drop a bunch of things and make a game and claim you’re an indie dev; however, I’ve been reading the wiki a little bit here and there today, and I have to say I am over that hump… Joel said it best:

… I felt exactly like that in 2010 … then I got over it and released 3 games last year :-)

Ok… I’m sold. now to start playing, or finding the time to play!

Update: I’m having a bit of trouble creating a project with “Glue” at the moment, so we’ll see how it pans out.

5 thoughts on “FlatRedBall game engine

  1. I released a WP7 game last year using FRB. It has a good level of abstraction for me – it does tons of stuff with codegen and the engine itself. But you still have access to raw code at any time. Master Glue and the Sprite editor and you can build games incredibly quickly!

  2. Pingback: Manic coder on a mission: FlatRedBall game engine, Tiled Map Editor, and you. | Geek Powers

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