GyroVorbis wrote:Coolest version by far!
I'll get started on the Dreamcast/PSP builds. jk.

(when you release libGyro somebody else should, I think that would be pretty cool)
ibly31 wrote:NICE! Haha I installed your provisioning profile onto my ipod and ran it(which confused me, i thought that i would have to have a device that was registered under your devices...). You did an amazing job. I especially love the accelerometer features, although it makes it kind of hard to play when they go off the screen. But you can just as simply place it on a flat surface so I guess its allright. Just wondering, how did you do the animation from the title to the game(the 3 slices)?
Yea, I'm not quite sure how that would work as well. (in regards to the provisioning profile) I was thinking people would just alter the plist file, but if you used mine, that works too. With the accelerometer, I was thinking it was a bit too sensitive myself, of course you can easily change the constant (0.5) to a larger number in the stick implementation file.
The animation from the title to the game is part of the framework. (cocos2d) It's called CCSplitColsTransition which inherits CCTransitionScene.
Code: Select all
[[CCDirector sharedDirector] replaceScene:[CCSplitColsTransition
transitionWithDuration:1
scene:[PickinSticksScene scene]]];
It sends the director object a replaceScene message which takes a scene as the parameter (well any subclass of scene which would include sceneTransition, etc)
The replacement scene (the PickinSticksScene instance) is sent in a transitionWithDuration message to the CCSplitColsTransition class object along with the duration. (1 sec in this case)
For something that fits nicely into one line of code it's pretty cool.
Moosader wrote:Sanshin77 wrote:That's really cool, I wanna see a video :P Moosader should add this to the Pickin' Sticks site...
I will, going to redo the pickin' sticks page so it's not such a bitch to update.
I really like the graphics, ha. Neat~
awesome, thanks!