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poe
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« Reply #15 on: March 10, 2013, 03:01:27 PM » |
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So much legs
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gears
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« Reply #16 on: March 10, 2013, 07:59:44 PM » |
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Interesting to see the art iterations, and I like how you're reinforcing the style/theme using the comic panel format. Wonder if we'll be seeing any Comic Sans...
BTW, where'd the original idea come from?
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eigenbom
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« Reply #17 on: March 10, 2013, 09:58:42 PM » |
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Cheers! Ha, no there's no Comic Sans, we tried very hard to keep the game free of text, and the little text that's in there is just hand written. I remember Jakob proposing the basic idea to me back in January of 2012, but I have no idea where he got the idea from.
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eigenbom
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« Reply #18 on: March 13, 2013, 02:07:57 PM » |
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Doing some profiling. It's so many layers down to where the good stuff is .. 
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kleiba
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« Reply #19 on: March 13, 2013, 04:23:18 PM » |
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Doing some profiling. It's so many layers down to where the good stuff is ..
Please allow me a noob question: how come you're inside two "onExit" functions? (Please only reply if it doesn't take 10 paragraphs to explain) ;-)
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eigenbom
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« Reply #20 on: March 13, 2013, 04:25:40 PM » |
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CCTransitionFade inherits CCTransitionScene. Is that short enough an explanation? 
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kleiba
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« Reply #21 on: March 13, 2013, 04:27:54 PM » |
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Did you see the part where I said "noob"? ;-)
But nevermind, this being a devlog forum my question was OT anyway.
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eigenbom
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« Reply #22 on: March 13, 2013, 04:29:27 PM » |
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Come on man, you have a PhD in CompSci right? void CCTransitionFade::onExit(){ CCTransitionScene::onExit();
// do other stuff.. }
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kleiba
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« Reply #23 on: March 13, 2013, 05:12:51 PM » |
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Listen, this is the first time I see CCTransitionFade et al. :-)
What I was getting at was rather that "onExit" looks like some kind of event handling function, but then there's a whole bunch of other code being called from it. It all just looked new to me that you have all that "loadLevelAndStart" business inside a function that may have been called when something else was ready to exit something.
Lots of somethings.
Aaaanyway! Never mind the newbie.
P.S.: D.A.R.R.E.N. is a nooooooooooooooooooooooooooooooooooooooooooooooooooooooooob!
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« Last Edit: March 13, 2013, 05:37:36 PM by kleiba »
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eigenbom
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« Reply #24 on: March 13, 2013, 05:20:17 PM » |
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Haha, who knows, it's the way Cocos2d works. You're right to be wary, but in this case we have a transition, which is a special 'scene', which sits on top of our game scene with all the objects etc. When it finishes transitioning (fading in from white), but before it is destroyed, it calls that onExitDidTransitionFinish function, which is where I tell the game to start the level.
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kleiba
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« Reply #25 on: March 13, 2013, 05:28:48 PM » |
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Ah, cool. Thanks for the explanation! :-)
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eigenbom
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« Reply #26 on: March 13, 2013, 05:32:10 PM » |
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no problem mister
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CEDE
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« Reply #27 on: March 16, 2013, 09:50:22 PM » |
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BTW, where'd the original idea come from?
The original idea was sort of two part. Shade Dogs was originally going to be a segment in a zine comic comp I have been slowly putting together (but of course will probably never publish) The comic segment was about a dog who made a fortress out of random objects and junk to give him shade from the sun. Also around this time - January 2012 - I had just finished all the art direction on Desi Leaves Town. It was a very big project made for a very niche and adult audience. I had recently seen my family over the holidays and had been watching my 5 year old niece play games on different devices like the iPad and 3DS. I thought of taking the comic concept I had had and applying it to a goofy game concept that someone like my niece could play, but also had a sort of 'adventure game minis' feel that an older audience could play for fun too. Maybe some day I will scan my thumbnails for the original Shade Dogs comic strip.
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eigenbom
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« Reply #28 on: March 17, 2013, 09:54:05 PM » |
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Beta TestWe are only a few days away from having our final beta ready! If anyone is interesting in trying to break Shade Dogs, then head over to http://tflig.ht/Vwt9AF on your iOS device to sign up and a beta'll be sent out soon. Thanks! This will be a quick beta as we've done most testing already. Working RemotelyThis is my first serious remote collaboration, and I think we've got a good system set up. For instance, to help organise our work we use Basecamp. The TODO list feature allows us to have a separate thread for each item, and we ping the owner of the item back and forth as we work on each one. Basecamp lets you drag and drop images into the threads etc., which is vital for an image heavy project like SD. Our TODO list is slowly dwindling away, excellent! 
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johnki
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« Reply #29 on: March 18, 2013, 01:08:27 AM » |
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Not sure how I missed this but it looks great! Pretty unique idea for a puzzle game, as well.
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