I moved to a new URL! Check it out!

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:

Image


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.

Doodle Post

Image

Dev Log: Just Otter Stuff

Dev Log: Just Otter Stuff
It's been pretty quiet around here lately. I haven't updated too often this past week because everyone on my twitter feed was talking about how amazing the new Zelda game is, so I had to go out and buy it, and then spend the next week completely engrossed in it. If you're still on the fence about it, I think it's the best Zelda game I've played since Link to the Past and Ocarina of Time.

Aside from playing Zelda I've also been chipping away at some updates for Otter.

Image


Right here you can see part of that update. Those red funny shaped objects are actually entities that have pixel colliders on them, meaning that they only collide where those pixels are. I know that pixel colliders usually aren't the best thing to do, and are often expensive on the performance side, but for some low res games they can be pretty handy.

I've also been going through and adding more image manipulation support. I've expanded the Texture class in Otter to allow for stuff like getting and setting pixel colors, as well as saving to an image. These are all basic SFML functions, but for the sake of Otter I've gone ahead and combined the SFML Image and Texture class into one thing.

Images, and soon other graphic types, will soon be able to be constructed from an otter Texture which supports all kinds of new loading techniques such as loading from a byte stream.

Just a few more things on my immediate to do list for Otter before I really start digging into an actual game project, yahoo!

Maybe Updating Offspring Fling!

Maybe Updating Offspring Fling!
I'm dipping back into the wild world of AS3 for the next few days and pushing out a small update for Offspring Fling (if everything goes according to plan.)

You see, many years ago when Offspring Fling was being made into a downloadable application instead of a flash game, I wanted to add joystick support. I ended up going with a native extension called JoyQuery that was able to do it.. sort of. It had a few issues, but the game had joystick support for being an AIR application which was pretty awesome.

Unfortunately, JoyQuery caused some issues on some people's computers. The game would run incredibly slow, or the game would straight up crash on some PCs. I think the game doesn't work at all on Windows 8 right now unless you put it in Windows 7 compatibility mode.

So that's where AIRControl comes in. The creator of JoyQuery released it a little while ago, and so far it's looking super promising. Getting it integrated with Offspring Fling even after not touching the code in a very long time was really straight forward. This is also coming from someone who tried to use the new GameInput stuff that Adobe has exposed to desktop applications in AIR. I really tried to get GameInput to work, but I have no clue how it works still, and AIRControl took me less than an hour to get rolling.

Anyway, stay tuned for an Offspring Fling minor update that should fix the last remaining issues with the game related to JoyQuery!

Doodle Post

Image

Doodle Post

Image

Doodled in Flash this time, but stopped when I realized how different her face looks in the last frame than the first, aauuggh.