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FREE SOFTWARE GIVEAWAY

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Grafalgar

Member Since 26 Oct 2005
Offline Last Active Aug 02 2013 05:55 PM

Topics I've Started

OtterUI - Open Source UI Library

10 April 2013 - 09:49 PM

Hi folks,

 

Some may remember me from a few years back, but I put together a UI library & tool specifically aimed at game developers.  It's purpose was (and still is) to be cross-platform and engine-agnostic, by being developed in as vanilla C/C++ as possible, while offloading the engine-specifics to the developer.  All the actual rendering, sound, etc is handled by the developer - OtterUI just tells you what to render and when.  Same goes for file I/O, audio, and so on.

 

To show you what OtterUI can do, check out Skullgirls (http://skullgirls.com/)- its entire interface was built using the library & tool.

 

Fast forward a few years - after trying to build a company out of it, and not going very far, I've decided to make it Open Source and let the community benefit overall.  OtterUI source & latest distributables can be found on github at:  https://github.com/Grafalgar/OtterUI, and is distributed under the MIT License.

 

Let me know if anyone has any questions, otherwise, enjoy.

 

Graf


Game dev for a 7-year old?

30 November 2012 - 03:56 PM

Hi all,

A friend's daughter wants to make her own iOS game, and has storyboarded the entire thing already. It's a pretty simple 2D game, not much going on besides some interaction with potions and stuff, and now she'd like to put it together and publish on the iOS appstore. I'm trying to help her find a good game dev tool geared toward kids or *very* early beginners. DarkBASIC, GameMaker, GameSalad come to mind, but I'm thinking it might still be a little "heavy" for a 7yo.

Any suggestions?

-Graf

Need feedback - UI System

27 May 2011 - 07:45 PM

Hey folks,

As some of you know, a while back I set out to create a UI system for games. Something that's simple, very cross-platform, and lets you create animated UIs. You know, things that'll slide in/out, fading, popping, all that good stuff. After a couple years worth of dev, and a few shipped games (yay!), I built OtterUI (www.otterui.com) :)

With all that said, since it's really just me building the whole thing out, I've developed a certain "blindness" the entire package. So what I might find useful others don't, or vice versa. So, I really need honest feedback :) Good, bad, ugly, you know the drill. Though, I'm really more interested the latter two :P Even if it's nitpicky or major overhaul-type things.

So if you're so inclined, please grab the latest version of OtterUI from the site, play around with it, and please let me know your thoughts.

Thank ya :)

Graf

PS: Mods, please let me know if this isn't the right place for this topic -- I wasn't 100% sure where to start it.

Transformed GUI Clip Rect

17 March 2011 - 03:31 PM

Hi All,

I'm building out my UI library, and one of the questions that have come up is how to efficiently clip a 2D UI control when its bounding rect may be transformed (ex rotated / sheared / etc) without a shader. I'd like to implement proper control clipping in OGLES 1.1, and my current thoughts are to use a stencil buffer for controls that require clipping. This would involve writing to the stencil buffer and then, of course, rendering the UI quad(s) and test against the stencil buffer.

I'm wondering if anyone might have any other interesting approaches that may not involve the stencil buffer?

Any thoughts would be tremendously appreciated,

Graf

OtterUI - Cross-platform UI for Games - By Aonyx Software

27 February 2011 - 03:14 PM

Hi All,

For the past year or so we've been working hard at building a cross-platform UI system specifically focus on games. It's designed to let you put together a great UI in a fraction of time, and so comes with a layout and animation tool, several sample applications to get you started quickly. All that's needed is for you to integrate into your game and start building your UI :)

The entire package is downloadable from aonyxsoftware.com, and comes with prebuilt libraries for windows, iOS, Android and Unity (PC, Mac and iOS). OtterUI is currently free for non-commercial projects. If you want to use it in a commercial project, PM me (or contact through the site) and we can figure something out.

Check out the attached screenshot for a preview of the editor. It's fairly basic and doesn't have a lot of controls (yet), but it's key points are:

* Multi-platform and Multi-resolution support
* Font (TTF) processing, so you never have to worry about that again
* Keyframed animation
* Animation sound integration
* Undo/ Redo

We'd appreciate any and all feedback! Also, if there's anything that OtterUI is missing that you'd like for your game, please let us know and we'll see what we can do :)

Thanks!

Graf

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