The Indie Game Magazine June 2014 | Issue 38 | Page 15
one is for Animation definitions, one is a Container for sprite definitions, and one is for the view. It can actually
be daunting to figure out at first. The designer I was working with really struggled when adding something
instanced to the scene. To create an animating sprite, you will end up creating three objects in three of those
folders and using nothing but the Inspector to define them. Luckily, the documentation is good.
The Code
From a code perspective, Orthello adds a lot of new features and, in the process, a rather dizzying amount
of new code. Orthello adds another positioning system, another scaling mechanism, and new rendering
prope rties. While they are decently clean and they attempt to auto-update a Unity Transform, it’s needlessly
complex. For example, create a sprite and there are now nine different properties for collision. That’s
seven more than a vanilla GameObject.
Of those, there are collisionDepth and
collisionSize, both which control the
depth of collision object. In these cases, I
just end up looking at the documentation
to see what properties to use. In the end,
it does a lot, but at what cost?
Are you a Programmer? Have interest
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