PixelBlitz Engine
PixelBlitz Engine was a game framework for Actionscript3 created by Norm Soule and Richard Davey. It provided quick and easy access to game-related features such as sprite handling, pixel blitting, collision detection, bitmap fonts, game related math, keyboard and mouse handling, parallax scrolling, filter effects and more.
Development of PixelBlitz has finished and the project is now cancelled.
All development focus has been switched over to flixel and the Flixel Power Tools.
If you still wish to look at PixelBlitz then the last version is in our Subversion repository:
svn checkout http://pixelblitz.googlecode.com/svn/trunk/pixelblitz-read-only
The Google Code project is here: http://pixelblitz.googlecode.com but please download it from svn, not the zip file as that is horrendously out of date (although neither are updated any more!)
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Repo link should read: http://pixelblitz.googlecode.com/svn/trunk/
Without documentation, not even tutorials or a proper feature list, I don’t think figuring out how PixelBlitz works and its features from source code would be a good use of my time.
Sadly I do not use SVN (I think it’s a real nightmare, as soon as one user makes the smallest mistake, your whole project is corrupted and unusable).
Can I download the engine without SVN?
who the hell told you that making the smallest mistake will corrupt your whole project?
we are using svn for 4 years now, keeping all projects in one single repository (revision 22000 or so) and we NEVER corrupted any project. even our designers commit changes to the repos, and even they didn’t manage to make it unusable.
if you mess it up the worst case may be that your working copy is corrupted. but then you just need check out the project again.
SVN is a programmers dream when working on a project with multiple people working on the same files. Tortoisesvn is what we use at work and I wouldn’t ever go back to the old rar methods.
hello, i found that PixelBlitz is too slowly when a pixelSprite create by great big bitmap
example :
stage is 800*600 and pixelSprite is 3000*1000 (by bitmap)
now add item to layer , x-=1 and render only on enterFrames
you can see that, the cpu spend off 20% up (@e5200)
if add more then 10 , it will be 80% up
and i create a new project, add the same bitmaps to stage.
add code:
this.scrollRect = new Rectangle(0, 0, 800, 600);
the same ,x-=1 only on enterFrames
the cpu spend off 15% up ..
But it gave me a lot of inspiration,I will continue to test,thank you. XD .
awu from China (means poor English ..)
I am a Chinese devolopper,recently,i rend your engine and improve it much myself
your two important bugs:
1,remain render when no item update,you must var a flag ,if flag is true,render,else stop render.
2,your render mode need improve,you render them pure canvas(cpu up with canvas size),i has improve it using dirty rect to render,by this mode,the cpu down much.
hope you can improve it