Pixelizer
What is Pixelizer?
Pixelizer is a component based framework for writing games in AS3. That means that you have base entities and that you write little components for them. Components can be anything from game logic to rendering to whatever you can imagine. As all standard components and entities are already in the package, it is very easy to get started and getting your game on to the screen should be a breeze. I am aiming to make Pixelizer really flexible, reusable and extendable. The main rendering technique in Pixelizer is currently blitting. Blitting is a fast way of displaying hundreds of objects with virtually no slow down. However, as Pixelizer is very extendable, writing another type of renderer should be easy - it that's what you want.
Features
- easy extendable component based framework
- nestable entities for easy manipulation of groups
- lots of premade components and entities
- fast 2D rendering
- automated collision detection and response
- spritesheets, animations and tilemaps
- recording and replaying of input streams
- prerendering of movieclips
- automatic panning and volume of moving sounds
- exact mouse and keyboard input
- fancy text rendering
- handy math routines
- effective object pools
- useful logging
Examples
As Pixelizer becomes more and more mature, I hope to add build a library of examples that explains how to use it. At the moment there are only a few examples available (including a game) but more will come. Please check out the examples here.
License & Distributon
Feel free to look at the code and use it in your projects. If you do however choose to use Pixelizer, please give me some credit somewhere. I'd also be happy to get feedback if you see something crazy or want to improve it.
Also, please do not redistribute Pixelizer.
Latest version & Documentation
Pixelizer is on GitHub! All the latest code is there, just make sure you get the master branch unless you want to see the absolutely latest. Get get it: https://github.com/johanp/Pixelizer
GitHub is also a good place to see where Pixelizer is going, what the next version will hold, ask for changes and report bugs.
The latest docs can be found here.
Feedback
All though Pixelizer is quite stable and shouldn't change too much, it is still under development. If you have any ideas on how to make it better or any feedback at all - please let me know!


March 5th, 2012 - 03:42
This is amazing! Two small suggestions:
1) Please put this on github, a lot more people will have access to it.
2) Also, a HaXe port would be much appreciated.
March 5th, 2012 - 13:24
Thank you!
1) Absolutely! It’s on my list.
2) Probably. I’ve been looking at HaXe a lot but never got around to dive into it. Anyway, I want to make Pixelizer awesome for AS3 first, then we’ll see if it’s worth porting.
March 16th, 2012 - 12:43
It’s funny because I have been working on my own component engine in HaXe for about a month once I stumbled over Pixelizer. Let’s trade ideas and concepts later when I publish mine :3
March 16th, 2012 - 17:08
That’s cool. Why not talk about it right now?
March 16th, 2012 - 20:14
I would love to, but not in this comment field. I tried looking around for your email address but I couldn’t find any.
March 19th, 2012 - 11:03
Super, I’ll drop you an email then. And maybe even add one to the about page.
March 26th, 2012 - 08:48
Cool engine! I’ll definitely dive in this code and want to help port it to HaXe.
I’ll write you in a week or two about it.
March 26th, 2012 - 10:09
Awesome! Looking forward to it.
March 28th, 2012 - 23:26
Hey, looking great. I’d love to give this a try. But I have no clue how…
March 29th, 2012 - 07:57
Thanks, it’s not that hard.
You need to know how to code in AS3, then just add pixelizer to your source tree. To get the grasp of how picelizer works, browse the examples. I will try to put up a tutorial on how to make a basic game here soon!
March 29th, 2012 - 09:02
Hi Johanp!
I made first commit to repository with the haxe port (https://github.com/Beeblerox/PixelizerHX)
All examples are successfully compiles to flash target. And almost of them are working on C++ target (currently there is the problem with spriteSheets which uses movieClip assets).
March 29th, 2012 - 13:00
Wow, that was fast!
March 29th, 2012 - 13:23
I have little experience in this area
There is a huge place for rendering optimization on c++ target, because bitmap manipulation is really slow. I’ll try to create new one specially for c++, but it will take much more time.
April 4th, 2012 - 01:47
Hi johanp, I’ve read about the API document, but find
little information about Tilemap format.
Can Pixelizer read tilemap files created by other editors, like DAME or Tiled?
April 4th, 2012 - 13:52
I’m afraid the tilemap are quite poorly documented at the time. The reason for that is that they are not tied to any specific format. I hope to support as many formats as possible in the future but at the moment you should be able write your own, it’s not that hard.
More info on this will come soo I hope!
April 15th, 2012 - 13:03
Nice! I’ll take a look at it!
Btw, I am missing a ‘subscribe to this blog’ widget here
April 15th, 2012 - 15:38
Cool! Not sure what you mean by subscribe… There’s a rss feed available at the top right corner of the screen. Good enough?
May 8th, 2012 - 21:01
Wow this is really amazing!
I love all your allegro games like spacehog, alex, klabutong. These were the games that made me want to create my own. I finally released my game “bungluwa” last year (http://www.newgrounds.com/portal/view/545717). It was written in AS3 and so it will be a real pleasure for me to try your new framework as well!
Keep on rocking johan!
May 9th, 2012 - 09:43
Thanks for the kind words! Happy to hear that you make your own games. I played a few levels of Bungluwa – nice work!