Search found 43 matches
- 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.
- 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.
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).
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).
- 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.
And, a 512x512 scaled up version:
And, a 512x512 scaled up version:
- 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.
Critiques?
Critiques?
- 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...
- 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.
- 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
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
- 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...
- 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
- 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
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.dandymcgee wrote:Great work dude. Congrats on the release! Keep us updated on sales statistics.
Thanks though.
- 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.
Still though, given that I was upset when it froze, it shows you how much fun I was having. Great work.
- 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 ...
- 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 &...
- 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...
- 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 ...