Haxeflixel tutorial: buidling your first 2D Shoot ’em up. Part III

Hi there!, ready for more 2D shoot ’em up making? Good, let’s continue from where we left off last time.

As you know, we finally had a way to load tiled levels and populate them with walls, destroyable blocks and some enemies. That’s great, but we need to be able to slowly scroll the level to the right, or our ship won’t be able to actually get anywhere.

HaxeFlixel logo

HaxeFlixel rocks!

On top of that, we need to build a collision system so we can collide objects between each other, and to be able to keep the player inside the game stage bounds. And those two things are exactly what we are going to do today. Let’s rock!

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Haxeflixel tutorial: buidling your first 2D Shoot ’em up. Part II

Let’s pick up right from we left things last time. We finally had our “ship” moving around and being able to shoot bullets, right?

That’s great, but now it’s the time to set up a way to load tiled levels and even more, we need at least one level to be able to test everything out!

We will fix that right away, but to do so we need to use a new tool to build our level.

Introducing Tiled editor

Tiled is a simple tilemap level editor. You can use its simple graphic interface to place tiles around, set up different objects and group them inside various layers. It’s really easy to use and you’ll get the hang of it in no time.

Download Tiled fro its website and fire it up. Select File -> new and create an orthogonal tiled level with 32×32 tile size and with a width of 100 tiles by a height of 15 tiles (this will fit the full height of our set up screen, because our vertical resolution is 480 = 15*32).

Captura de pantalla 2014-12-15 a la(s) 22.07.59

Creating our new test map

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Using Spritesheets with Unity3D

New week, new article here!

In my last post, I’ve started a new series of posts related to 2D animations for Unity3D with a short introduction to Unity3D Mecanim. Today is time to import some sprite sheets into Unity and try to get an animation from them.

I personally love crafting my own sprite sheets by hand, I feel my 2D animations much more under control, but for this article I’m using a finished sprite sheet. If some wants to know more about how sprite sheets are made, give a look to this post from the good old times. Before adding it to Unity, check if the size of your sprite sheet is power 2 sized (512*512, 1024*512, 1080*1024…) to avoid further issues.

Spite sheets in Unity 3D

Spite sheets in Unity 3D

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Choosing the right tools for the job

Building a game is hard work, we all know that. On this tough process you are going to need any help you can get, and for this reason you have to do yourself a favour and use the right tools for the job.

By tools I mean, of course, a proper game engine or framework that suits your needs.

Yeah, yeah, I know what you are thinking: “but I’m a pro!, I don’t need nobody’s help on this!, I will build my own game engine from scratch, and it will completely rock the competition!”. Ok, that may be the case for you, Mr genius programmer, but for the rest of us mortals we can do fine by getting along using some of the best frameworks and game engines the great minds in the industry have developed and refined for us to use. You can keep your custom-made-and-slow-as-@$#* engine for yourself. Good luck with it.


Hey, I’m sorry, I didn’t want to be that rough with you. Come along, we are going to review a few things you may want to have in mind when choosing the engine that will make your dream game come true. Let’s roll.

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