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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.

All the King's Men Update

All the King's Men Update
Just a quick update to All the King's Men to address some feedback and fix some bugs. The current version is now v1.1.

* Adjusted the camera zooming to zoom out in more situations.
* Made it so you can skip the intro by holding down Start.
* Changed explosions so that actors always get launched by them.
* Adjusted a lot of the rendering stuff to fix bugs that probably nobody noticed but me.
* Fixed bugs with adjusting the volume levels in the console.
* Fixed the King's death sequence which I broke before I released v1.0.

The download for All the King's Men is still located right here.

For more info on All the King's Men check out my original blog post about it.

All the King's Men Time Lapse



Watch me make All the King's Men at lightning speed. 48 hours worth of screenshots compressed into just 4 minutes of footage. I only took one sleep break in the entire course of the 48 hours, so I was pretty loopy by the end of this.

I recommend watching at 1080p if you can!

All the King's Men was created using Otter, my 2d game making framework built in dotnet and SFML 2.1.

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.

Dev Log: Example Game Arts

Dev Log: Example Game Arts
For my upcoming 2d framework built with C# and SFML I'm building an example game that at first was going to be a super quick project, but when it comes to art I'm still a little stumped on what the best workflow is going to be.

The game is going to be a little simple platformer, and if this were pixel art then I would have no problem just jamming out a bunch of pixel art for it... but with high res comes all kinds of problems.

I usually have used GraphicsGale for pixel art and animation, but now with high res Gale is no longer a very viable option. There's animating in Photoshop but it's horrible for animating. I really wish the animation options in Photoshop were better. There's tools like Spine and Spriter, but they're more for 2d bone animation and don't really help at all when it comes to frame by frame hand drawn animations.

There's also the problem of tile sets. With pixel art comes a very limited canvas site and color set per tile so making tiles line up with each other is a relatively simple task. When the resolution of color and canvas size increase then it becomes more and more of a pain to make each tile line up. I tried this with Snapshot but eventually I gave up and just faked using a tile set by making a bunch of independent images about the size of a tile and just stamped them on top of each other. Unfortunately right now that isn't an option for this game since I'm using Ogmo Editor as my level editor and strict tiles is probably my only option.

Here's a quick sketch of what I want the game to sort of resemble and I can already tell the tile set is going to be a nightmare because of the bleed of certain tiles (like grass, even stones have bleed, argh!)

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So that's where I'm at right now. I'm continuing to chip away at code somewhat as I think about how to possibly solve these art pipeline issues, and I expect to be done with the example game sometime next month along with the first public release of the framework.

Some Podcasts

Some Podcasts
Just a quick post to say that my housemates and I successfully recorded a new podcast last week! It's been about... 6 months since the last one, oops.

In related news, a new episode of This Week in Zublax was recorded. This Week in Zublax is a podcast featuring a bunch of Phoenix game developers talking about game design in depth, or at least that's what we try to do. It's more purely about game design and not just general indie game dev stuff.