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mbmFramework V1.6 released

What’s new? A few major things..

  • Sprites can now be procedurally generated and still managed by the system, just the same as sprites loaded from disk via resource scripts. There’s a new sample that shows just how this is achieved.
  • You can write your own custom sprite animators. I’ve already provided animator code for Sine waves, Linear Interpolate, Bouncing and Accelerate/braking, and they’re used extensively to animate the GUI elements and all kinds of things. Now it’s possible to extend this animation system with your own code. The animator sample has been updated to show how it’s done.

And a few minor things… see the changelog.

:)

This sample (check out sample #6) shows 100 sprites that have been procedurally generated to have bitmap animations as well as scripted animators acting on them.  I used a simple blue ball image, and overlaid the yellow spot in several places to generate a turn left/right animation.  It looks better in motion!

3 Responses to “mbmFramework V1.6 released”

  1. thaaks Says:

    That’s just great, Matt!
    Cool new features, especially managing in memory images by the Sprite classes and the new animator stuff!

    Thanks a lot and have a nice weekend,
    Thomas

  2. Nigel Brown Says:

    Great framework is there an Apple / Linux version available?

  3. admin Says:

    Nigel, there is an Intel Mac version available. It’s fully compatible with Linux but I don’t have a Linux installation to build it with. I’ll try and address that soon but the full source license will allow you to build it yourself.
    Cheers
    Matt