PSM-Rush Framework

PSM-Rush is a framework for developing games for the PSP-Vita and other Playstation Mobile (PSM) enabled devices such as the Xperia Play and Xperia Tablet Z. It is focused on making a framework for quickly and easily developing 2D games for PSM devices. I currently use it in my first game NekoRush and am using it in another educational game I’m currently developing.

Features include:

  • Animation
  • String Rendering (via fontmap generation)
  • Camera system
  • AABB Collision via optimized version of the SAT algorithm
  • Efficient rendering (only one vertex buffer transfer per render cycle)
  • State Management
  • Visual diagnostics system for profiling various code on device
  • Tilemaps
  • Light GUI classes
  • Emitters

The engine will be officially launched after I complete Nekorush since at that point the engine will be fully tested to a point of releasing a game authored with it onto the market place. The code is open source and will be under a permissive license such as Zlib. License suggestions are welcome.

The repository for PSM-Rush is located here:

https://bitbucket.org/alexlevelism/rushlib

Heliopause Engine

The Heliopause engine is a 2D engine/framework written in c#/XNA/.NET. The focus is on making a library and toolset that allow people to very quickly prototype 2D games of any kind.

My reasons for making this library were that I wanted to take the overall ease of use of Flixel but make certain features such as state mangement and sprite animation more robust. By using XNA I can also draw many more sprites onscreen than I could with Flash/Flixel.

Heliopause features include:

  • Sprite class
  • Graphical String class
  • Collisions
  • Custom GUI classes including many classes specifically intended for games and console game menus
  • Tilemaps
  • Resource Management (textures, fonts, sounds)
  • Debug console and debug tools
  • Stack-based state management. Can control whether states under your state should update. Great for things like pop-up menus or pause screens.
  • Particles
  • Sprite layers
  • Pixel Shader support
  • Intricate animation class with own .anm human readable file format for controlling animation timing on a per-frame basis
  • Animation editor tool for creating, saving and importing .anm files if you prefer to make them graphically than by hand
  • Multiple 2D cameras and viewports

The project is open source and you can see the mercurial repository here:

https://bitbucket.org/alexlevelism/heliopause-engine/