Topic:   iPhone Project: The In-Game Plan   (Read 74161 times)


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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #180 on: May 14, 2010, 07:01:09 AM »
Improve things by gradients? No way, gradients are one of the main ingredients. Gives the sort of light at the end of the tunnel effect.


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WarHampster


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Re: iPhone Project: The In-Game Plan
« Reply #181 on: May 14, 2010, 10:53:03 AM »
Um...

Yeah I agree with Connors, I thought that was a mockup. Simple gradients like that are too glaringly unprofessional.
« Last Edit: May 14, 2010, 10:53:14 AM by WarHampster »

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #182 on: May 14, 2010, 11:19:05 AM »
Hmmm... Ah well. You guys are way more skilled in this field than I, how would you change this to look more professional?


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Re: iPhone Project: The In-Game Plan
« Reply #183 on: May 14, 2010, 05:05:55 PM »
I like it. :)
I survived the spammage of 2007

Connors


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Re: iPhone Project: The In-Game Plan
« Reply #184 on: May 14, 2010, 06:50:22 PM »
What if we had a fairly dark screen (becuase you're unconscious, not dead) and then have it fade into whatever area you're in like the charachter is waking up?

I used Photoshop.
EDIT:
You know what would help it look professional? (based more on what was odd about Gan's pic)
We need a good standard border to use for all the messages and whenever characters are talking. And also a good font to use throughout the game for consistancy. One that doesn't look like it was randomly picked out from the font menu.
« Last Edit: May 14, 2010, 10:10:44 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #185 on: June 03, 2010, 01:40:28 PM »
Not bad. :)

Anyway, conference call. It'd be best if we could hold a conference today. Any of you guys up for it?


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Connors


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Re: iPhone Project: The In-Game Plan
« Reply #186 on: June 03, 2010, 04:08:23 PM »
What time do you want to meet?
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

WarHampster


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Re: iPhone Project: The In-Game Plan
« Reply #187 on: June 03, 2010, 04:20:03 PM »
I'll try to get on AIM later today.

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #188 on: June 03, 2010, 05:06:37 PM »
Any time. I'm on Skype as ganmatt.


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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #189 on: July 06, 2010, 06:56:25 PM »
Here you go WarHampster:
iRPG Source

Very messy, needs cleaned and recoded to work with the new and improved World Editor.


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« Last Edit: July 06, 2010, 06:56:33 PM by Gandolf »

WarHampster


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Re: iPhone Project: The In-Game Plan
« Reply #190 on: July 06, 2010, 08:04:46 PM »
Thanks :)

I hadn't downloaded Xcode on my temporary laptop yet, and it turns out that the download is around 2 gigs. Problem is, CMU has a bandwidth limit of 750mb a day. I'll try to figure out some way to get the compiler.  

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Re: iPhone Project: The In-Game Plan
« Reply #191 on: July 06, 2010, 08:06:04 PM »
Oh hmm. Usually you can find Xcode on the installation disk.


-Gan
P.S. After I finish upgrading the World Editor I think I'll upgrade the iRPG.
« Last Edit: July 06, 2010, 08:07:26 PM by Gandolf »

EqwanoX


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Re: iPhone Project: The In-Game Plan
« Reply #192 on: July 06, 2010, 08:41:21 PM »
do shops next

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Re: iPhone Project: The In-Game Plan
« Reply #193 on: July 07, 2010, 11:29:39 AM »
Gan - what was the program that you mentioned over AIM that would let me download xcode in pieces?

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #194 on: July 07, 2010, 01:34:28 PM »
iGetter.
Get the link of Xcode, put it in iGetter as a download, press start, pause when reaching limit, re-go the next day and so on.


-Gan