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Μarkham
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« Reply #2040 on: September 22, 2012, 01:55:07 AM » |
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The fact that you have to paste all the frames into one image in Photoshop to make the animation is kind of annoying, though,
From a photoshop perspective that is a good thing. They aren't attempting to lure in animators to photoshop with their gif production capabilities, they are providing gif production capabilities to people who already use photoshop already. I've had to in the past create animations in photoshop and then use the images in another program to create the gif file, so what they have done actually works very well. Yeah, I had just wished there was some way to automate the copy-pasting, or a way to paste the frames without having to add junk in the corners so that it pastes in the right place (Photoshop has no way of pasting transparent images in the same coordinates they were copied from...), but I also forgot I could have just brought the frames into After Effects and export it with that. It would be even better if Adobe got off their butts and actually did anything with the GIF export in Flash, but that's really expecting too much out of them.
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DustyDrake
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« Reply #2041 on: September 22, 2012, 02:27:22 AM » |
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X-post from Screenshot saturday  Player's weaponry now renders onto their body
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FemtoKitten
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« Reply #2042 on: September 27, 2012, 07:46:20 PM » |
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I was bored so I made a text-based simulation of the life of a cat, where you can hunt flies to bears (and fish, and chihuahuas, and dogs, and cats, and birds, and...).
It also allowed me to get familiar with the StringTokenizer, which I am glad to be familiar with now.
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 Lonely Girl in Denver, I like making games that require thought (Puzzles, 4Xs, Strategy, Turn-Based board games). Currently working on a Cute Collectible Card Game for Console and Mobile devices 
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Elwood Sharit
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« Reply #2043 on: October 02, 2012, 06:45:26 AM » |
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Joshua
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« Reply #2044 on: October 03, 2012, 07:55:03 PM » |
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 Working on particles for my Python framework. Wondering if z-sorting is really worth it...
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jakomocha
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« Reply #2045 on: October 03, 2012, 07:59:08 PM » |
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My first sprite for the Action 52 Owns remake of Ooze!!! 
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Person 1 and Person 2 get in an argument, so Person 2 starts covering their ears and chanting "BLAH BLAH BLAH!" Person 1 replies with, "I know you can hear me..." Person 2 then says "No I can't. BLAH BLAH BLAH!" ~ "I just hate it when people ask me food and I have questions"- Ellie B.
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VortexCortex
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« Reply #2046 on: October 11, 2012, 09:04:05 PM » |
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Today I created a silly puzzle game mode where you try to top out and a beam destroys your blocks if they match various rules.  Been busy with my "day job", but I lurk here and the workin' on thread daily. Just wanted to say thanks to all the folks posting stuff. You inspire me to put in a bit of game work even when I think I'm completely out of juice. 
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voidSkipper
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« Reply #2047 on: October 12, 2012, 11:20:00 PM » |
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A debugger for my game framework. Pressing ` hijacks the game onto the debug viewer regardless of what state it's in. The debug view has an input section for commands. Anywhere in the code, you can trace out data to the debugger by calls to the static Console class. Also, anywhere in the code, you can hook local methods onto commands for the input section, complete with arguments.  EDIT: I also made the font and font renderer from scratch because why not.
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JakobProgsch
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« Reply #2049 on: October 14, 2012, 02:41:42 PM » |
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Making a racing game for the RaspberryPI, the folder is currently named "PiOut" :D 
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Geti
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« Reply #2050 on: October 14, 2012, 03:36:24 PM » |
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A debugger for my game framework. Pressing ` hijacks the game onto the debug viewer regardless of what state it's in. The debug view has an input section for commands.
This is a great exercise  it becomes really useful when you add watches, breakpoints and some form of scripting 
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voidSkipper
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« Reply #2051 on: October 15, 2012, 06:33:55 AM » |
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A debugger for my game framework. Pressing ` hijacks the game onto the debug viewer regardless of what state it's in. The debug view has an input section for commands.
This is a great exercise  it becomes really useful when you add watches, breakpoints and some form of scripting  Yeah, it's been really fun over the weekend hooking all the other parts of the framework into it (for example, you can now change and reinitialize states in the FSM), and then at the end of it opening up another project which depends on the same framework and suddenly it's ludicrously easy to debug. Today I Created: A save-log-to-disk function to save all the output (might be useful for tracking bug reports from players) and two additional flags on the hook command; one causes the hooked method to only be available if the game is compiled in debug mode, the other causes the hooked method to not show up in the "help" command. Centralized cheatcode support: done~.
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FemtoKitten
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« Reply #2052 on: October 16, 2012, 05:14:17 PM » |
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Today I: Applied for NCWIT (National Council for Women in Information Technology) Scholarships for my state and the national level.
My letter of rec from my AP Comp teacher saying I was his best programming student yet.
Got filler images for my trading card game. And I started my basic AI for the trading card game.
And a few questions:
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 Lonely Girl in Denver, I like making games that require thought (Puzzles, 4Xs, Strategy, Turn-Based board games). Currently working on a Cute Collectible Card Game for Console and Mobile devices 
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Evilmincer
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« Reply #2053 on: October 18, 2012, 02:19:47 AM » |
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A triple shot mocha de'menthe and fresh baked blueberry scones, for snacking on while I work on rigging.
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Executive Chef for 22 years, converted to game developer. Played football for the Spartans 91-93. Pilots license. fluent in 5 languages. Deaf people can excel in the hearing world! Don't let anything stand in your way. EVER!
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Ashking
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« Reply #2054 on: October 20, 2012, 02:51:34 AM » |
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 Logo.
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