Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kyle

Pages: [1] 2 3 ... 18
1
Help / Discord!
« on: May 23, 2018, 06:25:14 PM »
https://discord.gg/SRJ9kbx

Join us in Discord for more active discussions using Otter, C#, and other stuff.

2
Projects / Discord!
« on: May 23, 2018, 06:24:45 PM »
https://discord.gg/SRJ9kbx

Join us in Discord for more active discussions using Otter, C#, and other stuff.

3
Bugs / Discord!
« on: May 23, 2018, 06:24:11 PM »
https://discord.gg/SRJ9kbx

Join us in Discord for more active discussions using Otter, C#, and other stuff.

4
Ideas / Discord!
« on: May 23, 2018, 06:23:42 PM »
https://discord.gg/SRJ9kbx

Join us in Discord for more active discussions using Otter, C#, and other stuff.

5
General / Discord!
« on: May 23, 2018, 06:22:38 PM »
https://discord.gg/SRJ9kbx

Join us in Discord for more active discussions using Otter, C#, and other stuff.

6
General / Re: MonoDevelop - Fedora 25 - mono 4.8.0
« on: June 16, 2017, 02:08:27 PM »
Running it on Linux and Mac is more up to SFML than me, unfortuantely, which support has not been that great.  I hope to make Linux and Mac versions more accessible with version 2.0 sometime in the future.  Sorry :(

7
General / Re: Saving and Loading
« on: April 27, 2017, 05:23:56 PM »
Hey sorry I have been not checking the forums since we're all pretty much over on Slack these days.

There is a DataSaver class with some very simple functionality for saving and loading data.

8
Help / Re: Multipass shaders in Otter2d
« on: November 02, 2016, 03:33:47 PM »
Hey!  I have time for a quick answer at the moment:  Surfaces actually have the "AddShader" method which allows them to automagically take care of each pass.  You can see how this is done around Surface.cs Line 561, and implement this yourself if you want, or if you're using a Surface already you should be able to just keep adding shaders to it and have it use all of them in the order they're added.

9
Ideas / Re: Embedding in WinForms
« on: October 12, 2016, 07:56:46 PM »
Hmm I can't make any promises on this front. This seems to require a core modification of the game loop. If I can figure out a good way to implement this in the current API without changing a bunch of stuff, then I can check this out.  My current priorities at this point are to fix a few more bugs in the engine, and convert it over to the FNA runtime sometime next year.

This definitely would be possible though on your own branch if you want to fork it and modify the loop in Game.cs to work with a windows form.

10
General / Re: Atlas and Animation
« on: October 11, 2016, 08:02:05 PM »
Unfortunately right now there's no such support -- the only support for TexturePacker atlases is using an atlased image as the source for a spritemap.  I'm not sure if I'm able to add support for this in the near future, sorry :I

11
Help / Re: Anti-aliasing
« on: July 18, 2016, 03:34:58 PM »
The best you can do with Otter is just the default smoothing that openGL offers on textures, I think.  You can set the Smooth bool to true or false on any surface or texture.

To access the fps info without having to open the console you can use something like:
Code: [Select]
Otter.Debugger.Instance.ShowPerformance(1);Or just directly use the console as commanderstitch says.

12
Help / Re: How to check if click on graphic (addgraphic)
« on: June 28, 2016, 06:33:37 PM »
Yep I am actively using Otter to develop my games, so I am still pushing changes and making updates all the time.  I've begun on the next iteration of the framework, but the current version is still being updated.

13
Help / Re: Not networking from SFML-Network ?
« on: June 27, 2016, 11:31:52 PM »
I currently have no plans to introduce networking into Otter, but the project is open source and if you're familiar with SFML's methods then there's no reason you cant just use it directly in your project!

14
Help / Re: "Otter.Atlas threw an exception"
« on: June 06, 2016, 10:49:37 PM »
Yeah my bad I totally broke something and didn't notice right away.

I was trying a new version of SFML for Audio, and for some reason Visual Studio does not like copying the referenced dlls over anymore when I do that.  So I've since switched it back.  (I didn't notice because I was testing using projects that already had the dlls copied into their bin folders.  It wasn't until a few days ago that I tried a blank project and noticed the error.)

Sorry about the mix up.  If you grab the latest Nuget verison, or version off of Bitbucket now, it should be back to working again.

15
Bugs / Re: Compiler warning upon first build
« on: April 25, 2016, 10:56:27 AM »
Sorry for the late reply.  I added the word new in Movement.cs on the dev branch and when I push the next set of changes into the main branch this should be resolved.

Pages: [1] 2 3 ... 18