Otter Updates!
I've pushed a handful of updates to the dev branch of Otter over the past week. The commits and source and all that good stuff is always available on BitBucket.
* Fixed a minor bug in the Coroutines. (If you opted to use multiple coroutine managers for whatever reason it would break the game's main coroutine manager. This should no longer be the case now.)
* Changed Direction to a bitfield. (Thanks to Fruckert!)
* Added a Prerender() function to Entities. (I realized I needed to draw some graphics before an Entity has rendered its own graphics, and the way I set it up in Otter made it harder to do this than compared to FlashPunk. Now you can render things before the Entity renders by overriding Prerender() and putting your Draw functions there.)
* Added tagging to the debug logs. (You can now log things to the console with a tag, and add or remove tags that you want to see in the console.)
That's all for now. I might be adding a PathFinder component to Otter soon, but we'll see if it makes sense to do so.
* Fixed a minor bug in the Coroutines. (If you opted to use multiple coroutine managers for whatever reason it would break the game's main coroutine manager. This should no longer be the case now.)
* Changed Direction to a bitfield. (Thanks to Fruckert!)
* Added a Prerender() function to Entities. (I realized I needed to draw some graphics before an Entity has rendered its own graphics, and the way I set it up in Otter made it harder to do this than compared to FlashPunk. Now you can render things before the Entity renders by overriding Prerender() and putting your Draw functions there.)
* Added tagging to the debug logs. (You can now log things to the console with a tag, and add or remove tags that you want to see in the console.)
That's all for now. I might be adding a PathFinder component to Otter soon, but we'll see if it makes sense to do so.
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