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posts dated from: december 2013

Otter Updates: Rich Text

Otter Updates: Rich Text
The RichText class I posted about is now available in the latest update for Otter. That means you can do things like this:

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With just a string with mark up codes, like this:

"{shadow:2}I can levitate {color:f00}birds{color:fff} but {waveAmpY:5}{waveRate:5}nobody cares..."

Also included in the latest update are a bunch of minor fixes for things that I've stumbled across, and also a minor change in how the update loop works... if this breaks anything then I'll change it back, but so far it looks fine.

The other thing I added in these latest updates is the PixelCollider class. So far the PixelCollider can only work against other PixelCollders, BoxColliders, and GridColliders. I'll be adding the other types of collision soon, but for now that should be enough to get by on for most cases where you want to use pixel colliders.

You can find Otter on the internet, and if you're using it you should totally register and post in the forums!

Dev Log: Otter Rich Text

Dev Log: Otter Rich Text
Oh my GOD It's December already. Where has the year gone! I've been still cranking away at some Otter features in the little time I had this past week with Thanksgiving madness. Next up on my to do list is rich text! Check it out:

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I'll be making a push soon with a rough pass of this working. I still have some work to do to make it useable for stuff like typing out text, and proper word wrapping, but it's looking pretty good so far. It's going to have a lot of similar features to my never used or released bitmap font classes for Flashpunk.

I'm also slowly chipping away at my next major game, but we'll see how that pans out. I have a lot of prototyping to do, but adding features to Otter is always fun and also helps me out with prototyping stuff.