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posts filed under: otter

More Otter Updates

More Otter Updates
Whoops! I really let myself go on the blog updating schedule. I've been still cranking away at some updates for Otter.

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The latest update that I've pushed includes some new stuff for rendering Images. Images can now be drawn by using only a specific source rectangle from the Image with the function Draw.ImagePart(). This resulted in me also making Draw.ImageWaveX() and Draw.ImageWaveY(). You can see those two functions in action up there in that image. Yeah, I know a shader can also do this, but I thought it'd be fun to do it an old fashioned way as well.

I've gone through and fixed some bugs in the new StateMachine<>() class as well. The new StateMachine<> lets you use any key you want to keep track of states, and if you use an enum for the states then it will automatically populate the states from the names of the enums and the matching names of functions. For example, if you have an enum with the name "Walking" the StateMachine will look for functions named "EnterWalking" "UpdateWalking" and "ExitWalking" to correspond with that state. This means less boilerplate code for getting a state machine up and running.

There's been some other minor clean up of bugs and I've been tinkering with things as I chip away at my next big project. The latest version of Otter is always available here. I wonder if anyone will use it for the upcoming Ludum Dare! That would be super cool.

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.

Otter Updates

Otter Updates
I just recently pushed some updates to Otter with a lot of changes to various things!

* The Controller class had some changes to allow for recording and playback of input. This is best applied to controllers used by Sessions. You can now record input to a compressed string, save it to a file, and play it back. This probably only works in fixed framerate mode.

* The performance of the game is now more accurately reported.

* Started working on an ImageBatch class that will batch rendering of a bunch of images sharing the same texture into a single draw call (or will try to minimize the amount of draw calls.) I might end up switching all of Otter's rendering to this technique at some point, but for now I'll leave it up to the user to decide what to batch.

* Various bug fixes across the board, and updates to the documentation. Note that the most recent version of the docs is in the repository and the ones online may not be the latest yet.

More updates are on the way! I'm planning on using Otter for a game jam this weekend and we'll see how it goes.

Otter

Otter
For the past couple of months I've been working on a little framework using C# and SFML, and I think it's time to finally release it (in beta form) to the public!

Check out Otter!

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Right now Otter is only officially working in Windows with Visual Studio, but if anyone wants to figure out how to get it working in other programs and operating systems then let me know! The SFML dll files should be able to be used with Mono for Mac and Linux, but I don't know how to do that yet.

It's important to know that this is a beta release of the framework. There's still no official documentation, so you'll have to fumble around on your own for now if you're planning on using it. I also would advice against tackling any huge game projects for now unless you're comfortable digging into the source and changing stuff around yourself.

I'll be posting updates about Otter here on my web zone, and the latest version and updates will be available on Otter's website.