@realgreybob good ole Red Eye Rect (Today)

@nico_m__ today was a good day of fixing edge cases and changing some of my logic, but I might be driving myself insane x_x (Today)

okay done for the day but this thing is working pretty nice I think (I have a hover jump kinda thing going on) t.co/X9M2mjEo2E (Today)

Well there's still some wonkiness to resolve in cases like this and sometimes slopes still cause stack overflows. >:( t.co/L2tVoiLHzg (Today)

@tylerglaiel t.co/D9Rb0pKEc6 (Today)

@saint11 yep all in Otter :O (Today)

@tylerglaiel hahah that definitely makes me curious. I think right now the object on top will just get 0 momentum and fall. (Today)

almost there! next thing to fix is an object resting on multiple moving objects gets moved by each object... t.co/F2S1z263RE (Today)

@kinifi Wasn't world of goo a jam game? Can't think of any others off the top of my head (Today)

@Lumin0via drink 506 lbs of orange juice sleep for 71 hours eat 37 grains of oatmeal and do 1413 push ups and you'll be fine (Today)

@isoiphone Hahhah oh well (Yesterday)

@tylerglaiel that works but I just discovered jumping into a slope with a stack causes chaos (Yesterday)

@isoiphone you seem a bit floaty #kaboom (Yesterday)

@Doomlaser Hmmm there might be stuff to pick up like in Lyle but would go beyond cubes :O (Yesterday)

@GauthamCode No game yet, working on the core platforming physics stuff with pushblocks and moving platforms and all that stuff. (Yesterday)

@raiganburns Yeah I can pull off that kinda work during crunch, game jams, or working on easy stuff I've done 100 times before. (Yesterday)

This is working even better now but I'm sure I'm just missing some sort of crazy bug lurking in the shadows. t.co/NofUiWNkRA (Yesterday)

@sgricci yeah like 90% of my work is on my own projects (Yesterday)

@sgricci Wow nice :o (Yesterday)

@ADAMATOMIC todo: set up the redbubble page for the "dont timebox the void" t-shirt (Yesterday)


2013 - 2 - 4 / 8:02 am / games

Dev Log: Some Bitmap Text

I guess I'll start calling these posts Dev Logs now? Yeah, that sounds good.

The latest thing I've been chipping away at is handling bitmap text in my Flashpunk extended framework thing. There have been a couple of people that have posted Bitmap Font classes but they didn't do what I wanted, and I'm way better at coding my own thing from scratch vs. trying to modify someone else's code to do what I want.

Right now my bitmap text secret technology can do some cool stuff, like three different align modes (left, center, and right) which sounds pretty simple but it actually took me awhile to think of the proper solution for lining up text in a certain way. I also have some colored text as you can see in that awesome screenshot, and the way I do that is pretty cool (I think.) My code for coloring text ends up looking something like this:

//make da bitmap text
var bmpText:BitmapText = new BitmapText("This text will be #1GREEN!!#0 Yeah.", Global.bitmapFont);
//define the color "1" as green
bmpText.defineColor("1", 0x00FF00);

You can see a little bit how it works. I can define colors, which are assigned to certain characters (any Ascii character can be used) and then I can mark colors with a special character like '#'. Text after that character will then be drawn with a tint of that color. It's super easy to do colored words with this system, but it makes some other stuff pretty difficult.

One thing I still haven't figured out is how to escape the special character. Like if I wanted to actually display a '#' in my string, I don't have a way of doing that right now. I wanted to have '##' just escape out to a '#', and I was trying some fancy stuff with regular expressions for awhile but... yeah, things have not worked out yet. This is something I can probably just tackle later though.

Bitmap text comes in handy for a few reasons, and I think I'll make a more detailed blog post about that at some point down the road!


2013 - 2 - 4 10:52 AM

Jake Albano

I assume you're looping through the string a character at a time at some point. Can't you just do something like this?

if (charAt(position) == "#")
if (charAt(position + 1) != "#"))
result += "#";

Obviously pseudocode, but that's how I generally handle escaping in situations like this.


2013 - 2 - 4 11:59 AM


In your code the second # would still change the color. ;)


2013 - 2 - 4 7:04 PM

Jake Albano

Well, yeah; obviously you would increment the position in the string so it would skip over the next '#'. I should have put that in there. :)


2013 - 2 - 5 6:51 AM


Yeah, I've tried a number of different ways but they all come with their own complications later. Like right now I'm having problems with typing out bitmap text character by character because of the color code escape stuff.

I was trying a simple technique of doing a string replace on "##" and replacing it with a random ascii character, and then when I hit that ascii character in the string I render the "#" instead. The problem then becomes that the internal length of the string is now one less than the given string because ## is translated into one character, and I use the string length to determine which character to type out next... maybe if I replace ## with two characters it will work... hm!


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Hi there, my name is Kyle, and I'm a kid disguised as a grown up. I'm making video games and living the indie game developer life in Tempe, Arizona. 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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