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@codeapparat Hmm okay, there's BufferData, but now how to convert any of that to color data o __ o (2 days ago)

@codeapparat Hmm right but how do I get such an array from SharpFont's bitmaps? (2 days ago)

So I'm using System.Drawing.Bitmap as part of the process to Texture2D here, but I'm thinking this might not be the best idea... (2 days ago)

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@ChevyRay @eigenbom Ohh I was looking at the font code you gave me for SDL2 as a reference... but maybe we shall chat again soooon <3 (3 days ago)

@eigenbom eh maybe if I was doing 3d, I've given it a few shots and I just don't like the feel of the workflow for 2d :I (3 days ago)

@eigenbom Sort of. A lot of my utility/helper stuff is instant portable. Rebuilding the rendering stuff though using old code as a guide. (3 days ago)

@eigenbom UHHhhh trying to figure out if FNA is gonna be usable for my next project. Right now I am in font/text rendering hell. ;D (3 days ago)

Okay lets try to take this SharpFont library and uhh somehow... render text with XNA... and uh... *barf* (3 days ago)

@jacobalbano I compiled my .fx file into a .fxb with that fxc.exe program from the direct x SDK. Can be just used on its own. (3 days ago)

this may just look like a pink silhouetted graphic but it represents a shader actually working with FNA yeehaaawww t.co/AbriJFfgA5 (3 days ago)

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2014 - 2 - 18 / 8:57 pm / general

Dev Log: Otter Spine Animations

Dev Log: Otter Spine Animations

Today is a very awesome day, for I finally got Spine animations running in Otter! I only have the super basic stuff right now, but I'm hoping to expand the support as I tinker around with Otter and my next game.

Image

This is a quick test of the test animation that comes with Spine. Right now a skeleton can be loaded up, and play its animations in the most simple way. The next steps will be getting all of the cool spine functionality in and running, like being able to manipulate bones and mix animations and all that kinda stuff.

This hasn't been pushed to Otter yet, and probably won't be for at least a few more days as I test it out and hopefully work out any show stopping bugs that might appear.

While making the Otter implementation of Spine I made great use of the Spine csharp runtime which I just dragged and dropped into Otter, and I also referenced the XNA runtime, along with C#Punk's implementation of a SpineAnimation graphic type.

4 Comments
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2014 - 2 - 18 9:51 PM

Oliver

Sweet! Is the console new, too?

Can't wait to finish my FlashPunk game, so I can move on to C#/Otter. Is it weird that I use another language as motivation?

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2014 - 2 - 18 11:14 PM

Kyle

The console/debugger has been in there for awhile, you can give it debug commands to execute from typing them in. It can be accessed through Debugger.Instance, or through some functions in Util.

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2014 - 2 - 19 8:07 AM

Jacob Albano

SWEEEEET :D

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2014 - 2 - 20 8:24 AM

Marcius Oliveira

Very cool man! Simple and util!

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Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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