Flutter Flame: 2D Game Development for Android, iOS, Web, MacOs and Windows


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With Flutter, we can make all kinds of applications, especially focused on the mobile field, but we can also use the same project to develop not only on Android and iOS, but also on desktops for Linux, MacOS and Windows, and also for web development. making subtle changes to the project at the code level. Although, Flutter goes much further with Flame.

Flame is an engine for creating 2D games with Flutter; Its installation is extremely simple since Flame is nothing more than a pub package; thus, with this, we can create 2D games with Flame for mobile, desktop and web.

With Flame, we can create components, which have been the equivalent of widgets in Flutter and where the components are nothing more than an element of our game, such as a player, an enemy, the background, a consumable, etc; and each component contains the implementation for their operation; for example, in the case of a player or player, it contains the logic to move it, change animations, control lives, consumables, etc; and through a master class, we can organize all the logic of these components.

This book is mostly practical, we will get to know the basics of Flame based on small examples until we get to know enough about the library to create a simple 2D game.

Who is this book for

  • This book is for anyone who wants to learn how to develop on Flame and create their first 2D games with cross-platform Flutter.
  • For anyone who wants to start developing games for Android, iOS, Linux, Windows, MacOS or the web.
  • For those people who know how to program in Flutter.
  • For those people who want to learn something new.
  • For people who want to improve a skill and who want to grow as a developer and who want to continue scaling their path in application development with Flutter.

This guide is intended to get you started with Flame using Flutter; With this, we are going to raise two things:

  • It is not a book whose objective is to know 100% Flame, or from zero to an expert, since it would be too big an objective for the scope of this guide, if not, to know what it offers us, its main characteristics and how to apply them to the 2D game development; sprite, collision system, tiled inputs and much more.
  • It is assumed that the reader has at least basic knowledge in the development of Flutter and its basic technologies such as Dart.
  • Flame is a very interesting package to create our first multiplatform 2D games. Being implemented in Flutter, with a single project, we can have the same game for mobile, desktop and web without much problem; Flame contains all the basic elements to create 2D games provided by similar game engines like collision handling, events, sprite loading, sprite sheet and of course interacting with all these elements.

This book has a practical approach, knowing the key aspects of the technology and going into practice, gradually implementing small features and functionalities that can be adapted to a real game.

To follow this book you need to have a computer running Windows, Linux, or MacOS.

This book has a total of 9 chapters, it is recommended that you read in the order in which they are arranged and as we explain the fundamentals of Flame based on examples; once you master the library, you can refer to the sections in any order you like.

  • Chapter 1: We will create a project in Flutter with the basic dependencies needed to create games with Flame in Flutter.
  • Chapter 2: This chapter is mostly theoretical and we will know the structure of Flame, which is mainly based on Flame classes, components and life cycle methods.
  • Chapter 3: This chapter we'll take a practical approach to Flame features, such as Game classes, core Flame components, key-in, tap, and collisions.
  • Chapter 4: This chapter we will begin by creating the structure of a simple 2D collision game using as a base part of the code seen in the previous chapter.
  • Chapter 5: This chapter introduces the use of the background to define the same by means of a solid color or an image.
  • Chapter 6: This chapter introduces the use of tile-like backgrounds, using a software to edit the maps and using them in the project in Flutter with Flame.
  • Chapter 7: This chapter we will start by creating the structure of a simple 2D jumping game using the tile system presented above.
  • Chapter 8: This chapter will make some additional changes over the previous game such as varying the jump, limiting player movements, and defining a background.
  • Chapter 9: This chapter we will create a new game by changing the perspective of its visualization and with this, the gameplay.
  • Chapter 10: In this chapter we will incorporate an enemy type sprite from the previous game, we will create different types of enemies by varying the movement between a well defined pattern and random movements.
  • Chapter 11: In this chapter we will create a new project in the style of Plants vs Zombies.
  • Chapter 12: In this chapter, we implement some additional developments to the project apart from the base development that we did before and with this, improve the gameplay.
  • Chapter 13: We will learn to introduce sounds or audio for the games, which can be of two types, by actions or in the background.

- Andrés Cruz

En español
Andrés Cruz

Desarrollo con Laravel, Django, Flask, CodeIgniter, HTML5, CSS3, MySQL, JavaScript, Vue, Android, iOS, Flutter

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