Search found 43 matches

by EddieRingle
Wed Oct 26, 2011 8:31 pm
Forum: Programming Discussion
Topic: Making the team development process easier.
Replies: 5
Views: 1329

Re: Making the team development process easier.

Just something to add: Nvie's branching model is one end of the spectrum, while something like GitHub's Flow could be more suitable for some groups.
by EddieRingle
Sat Oct 15, 2011 12:16 pm
Forum: Art, Music, and Design
Topic: So I Gave It a Go...
Replies: 12
Views: 5209

Re: So I Gave It a Go...

I ended up redrawing it from scratch again, primarily because I didn't like the way it looked on my device.
96x96px (xhdpi) version
96x96px (xhdpi) version
88x-1.png (640 Bytes) Viewed 5064 times
96x96px (xhdpi) version w/ drop shadow (currently being used as the app icon)
96x96px (xhdpi) version w/ drop shadow (currently being used as the app icon)
88x-1s.png (878 Bytes) Viewed 5064 times
I haven't tried to shade this one yet, but it'd be nice if I did considering that's the final icon guideline set by Google (top-lit lighting).
by EddieRingle
Mon Oct 10, 2011 5:39 pm
Forum: Art, Music, and Design
Topic: So I Gave It a Go...
Replies: 12
Views: 5209

Re: So I Gave It a Go...

Small update. Didn't like the legs so I redrew them. Now matches the Octocat more accurately.
trial13.png
trial13.png (605 Bytes) Viewed 5149 times
And, a 512x512 scaled up version:
trial13-512.png
trial13-512.png (2.39 KiB) Viewed 5149 times
by EddieRingle
Mon Oct 10, 2011 4:31 pm
Forum: Art, Music, and Design
Topic: So I Gave It a Go...
Replies: 12
Views: 5209

Re: So I Gave It a Go...

Gave shading a first pass. I'm following the Android Icon Guidelines and used top-down lighting. Also created this one in 64x64 dimensions.
trial2.png
trial2.png (765 Bytes) Viewed 5157 times
Critiques?
by EddieRingle
Mon Oct 10, 2011 1:46 pm
Forum: Art, Music, and Design
Topic: So I Gave It a Go...
Replies: 12
Views: 5209

Re: So I Gave It a Go...

Pixel art is usually done at small scales ;) Try making it like 64x64 and uploading that here. Also, I tried clicking on your app link but it got caught in a loop in the series of tubes. It was originally done on a small scale. However, the Android Market requires a 512x512 version, then I scale do...
by EddieRingle
Mon Oct 10, 2011 5:18 am
Forum: Art, Music, and Design
Topic: So I Gave It a Go...
Replies: 12
Views: 5209

Re: So I Gave It a Go...

Yeah, it was getting late and it looked cool, so I just kept it. I'm definitely going to try some manual shading later. :)
by EddieRingle
Sun Oct 09, 2011 11:15 pm
Forum: Art, Music, and Design
Topic: So I Gave It a Go...
Replies: 12
Views: 5209

So I Gave It a Go...

This isn't really art for a game, but rather my Android app, Hubroid. However, I thought I'd show it off anyway.
I basically fused Andy and the GitHub Octocat together. This is my first real venture into pixel art, and I don't think I did too bad. :3
Original Androctocat pixel art
Original Androctocat pixel art
hubroid_512_pre.png (2.48 KiB) Viewed 5209 times
Shiny version of Androctocat
Shiny version of Androctocat
hubroid_512_2.png (8.74 KiB) Viewed 5209 times
by EddieRingle
Tue Aug 23, 2011 11:26 pm
Forum: Game Development
Topic: [RELEASED 8/22] Gerk the Gherkin
Replies: 14
Views: 4317

Re: [RELEASED 8/22] Gerk the Gherkin

Damn dude, that is a REALLY polished looking game. Is this Java and OpenGL ES? Thanks. :) We were in a bit of a hurry, so we used AndEngine , which itself uses Java and OpenGL ES. It's a nice engine that makes it easy to start working directly on the game instead of the foundation. I'd still like t...
by EddieRingle
Mon Aug 22, 2011 11:15 pm
Forum: Game Development
Topic: [RELEASED 8/22] Gerk the Gherkin
Replies: 14
Views: 4317

Re: [RELEASED 8/22] Gerk the Gherkin

Just an update, Gerk the Gherkin has been released to the Android Market! I've updated the first post as well. Please take some time to check it out! :D
by EddieRingle
Fri Aug 19, 2011 6:37 pm
Forum: Game Development
Topic: [RELEASED 8/22] Gerk the Gherkin
Replies: 14
Views: 4317

Re: Gerk the Gherkin

dandymcgee wrote:Great work dude. Congrats on the release! Keep us updated on sales statistics. ;)
Ah, well it's not out just yet, but we're really pushing to get it out tonight. If not, it'll probably be out tomorrow or something.

Thanks though. :)
by EddieRingle
Wed Aug 17, 2011 6:34 pm
Forum: Game Development
Topic: I finished a game!
Replies: 6
Views: 1753

Re: I finished a game!

Checked it out when you posted the link in IRC. Made it to Wave 24 when the game froze on me. :(

Still though, given that I was upset when it froze, it shows you how much fun I was having. Great work. :)
by EddieRingle
Tue Aug 16, 2011 11:01 pm
Forum: Game Development
Topic: [RELEASED 8/22] Gerk the Gherkin
Replies: 14
Views: 4317

Re: Gerk the Gherkin

Just wanted to give an update on Gerk the Gherkin. We're planning to release this Friday. It would have been last Friday, or even two Fridays ago, but we decided to hold off because we felt it wasn't polished enough. Here's some screenshots with some newer features: slicedgrater.png The first level ...
by EddieRingle
Wed Jul 20, 2011 1:30 pm
Forum: Game Development
Topic: Wrapping My Head Around a Component-Based Architecture
Replies: 19
Views: 5100

Re: Wrapping My Head Around a Component-Based Architecture

However you want to look at it, that's how I intend on doing things at the moment (extending through Lua). Wait, I'm confused. I thought you were going to implement your behaviors via function pointers now - hence a behavior is simply defining an entity as having access to some function that will &...
by EddieRingle
Tue Jul 19, 2011 7:00 pm
Forum: Programming Discussion
Topic: Issues with lua_tonumber
Replies: 0
Views: 1735

Issues with lua_tonumber

I've just recently ran into this rather annoying issue, and it has basically halted any further progress on my engine. In my lua script, I set a variable x to equal a value: x = 3 Then, in C/C++, I try to access that value: lua_getglobal(m_luaState, "x") g_console->WriteLine("x: %d&qu...
by EddieRingle
Tue Jul 19, 2011 1:16 am
Forum: Game Development
Topic: Wrapping My Head Around a Component-Based Architecture
Replies: 19
Views: 5100

Re: Wrapping My Head Around a Component-Based Architecture

In my system, there would never be a "collision response" component. Whatever behavior is checking for collisions (if I have the behaviors doing that all, that might even be handled elsewhere), should fix the entity's position (if the entity collided with a solid object), and execute the ...