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About a_insomniac

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  1. First off nice job. The game is looking really good and is something I would definitely play. The dungeon seems fine to me... However, if you want some more depth you'll probably have to create more detailed and or darker textures for the floor at least. Maybe the brightness of the silver/grayish tiles are taking away from the dungeon vibe? Feels more like a facility than a dungeon. Dungeons are dark and dreary I suppose. Also lighting will be key too. You'll need to use the right light colors to create the mood you want e.g., darker dungeon textures with soft green lighting juxtaposed with red lighting. Maybe have those lights coming off wall fixtures or other objects. Afterwards see how the level feels with and without the flash light. Just some suggestions because you asked....honestly though, what you showed so far looks very cool.
  2. a_insomniac

    test walk

    Hey not bad! Not sure what type of feed back you're looking for but I can try and provide some constructive criticism if you're open to it. Focus on your main key frames i.e., contact and passing for both the right and left side. The stronger your keys the better the animation will look. The walk just feels stiff. Without knowing anything about the character like her attitude, reason for being, etc. It's hard to gauge what you intended the walk to convey. So take my comments from the POV of a casual human walk. To get around the stiffness you'll need more rhythm in the hips, i.e., slight twist depending on what leg is in play and proper dips and rises (squash and stretch). Once you are happy with the main keys and they are solid. You can focus on really putting some personality into the walk in your in-betweens and break down keys. The main keys will continue to carry the animation at this point. Just can't stress enough how important it is to tighten up the main key poses. Ya gotta really sell each pose for contact and passing as it should/will drastically improve the animation....the human eye catches everything. Good luck and good job so far
  3. My honest opinion is that it doesn't matter. Just write code. Pick a language and write some code. However, you want to develop the skill of writing clean code as you work towards learning how to be efficient in whatever language you are writing in. This is what will set you apart from casual and less skilled developers. More importantly, one's focus should be on architectures. Whatever language you are learning to code is pretty much useless if you can't grasp how to use effectively apply it within the architectures or frameworks it's used in. A language is simply a tool, something that is pretty much second nature like a carpenter grabbing a hammer. That said, the carpenter is not hired because he can hammer. He is hired because he can read blueprints, and diagrams and the end result via that hammer is what everyone expected. If you get a job in the professional realm you'll be asked at one point to develop a solution from scratch. It happens. You'll be expected to know how to develop that solution within the framework or current architecture, i.e., game engine, proprietary subsystems, .net, angular, <insert whatever is the main platform here>. Your ability to come up with an implementation that passes the smell test from a lead architect is just the first phase. The language bit only comes into play during implementation when you are attempting to write clean, fast, readable, and efficient code. See what I did there? A well-rounded programmer is just more than a coder..... he/she is an Engineer. Books like this should be on your reading list: Code Complete 2 The Clean Coder Clean Code The pragmatic programmer etc, etc....
  4. a_insomniac

    March 2016: Funding ran out

    I love your attitude. Awesome story. Good luck man. You're already successful. You have my admiration for sure....everyone makes mistakes....well those who are actually trying to get ahead :)
  5. a_insomniac

    Game in 7 Days, Day 4: Tracking back

    I love what you're doing. It takes a lot of dedication and determination to stick with it.  I also had to laugh at the whole running nose, teeth growing bit. I have two small kids, both have been sick, and one is teething. It causes me to have to wait until the wee hours of the night to get anything done :) Good luck and I hope its not the flu for you!
  6. a_insomniac

    A new point n' click adventure game!

    Excellent. Welcome to Journal Land. I look forward to reading about your progress :)
  7. a_insomniac

    Critter Smash is "Done-ish"

    Overall, dipping my toe into the Android waters has been a unique experience in comparison to anything I have ever done on the PC. Considering that I favor C++, and to that effect have been coding for microchips as of late. It took no time to get back into a JAVA frame of mind. For what it is worth, I actually like the paradigm shift. The challenges as far as user interaction, and screen real estate make for some interesting solutions and compromises; never had to worry about that on the PC. This leads into what I find both fascinating and beneficial about mobile development. Literal instant feedback. The wife and I spent sometime dropping of gifts and visiting family. This gave me the chance to show of my progress and get some feedback in the process. The experience was kinda surreal, considering I never really had anyone test my games on the PC of whom I can actually sit and watch. It was kinda gratifying to hear both the positive and negative feedback. I instantly saw what worked, what did not work, what should be added, and what should be taken out. As far as drawbacks. First off, I'm thankful that I save all my old phones and never sell or trade them. I just throw them in the "bottomless box-of-tech-junk". Testing via the emulator blows because it so slow. Hardware is the way to go, its faster and plus it is just so cool to see your work on the phone right away. At the moment, I am testing on a Galaxy 4 and HTC EVO 3D. The game runs super fast on the EVO and seemingly "normal" on the Galaxy 4. That at least for me is frustrating because at the end of the day you can't control "hardware". More than likely the only doable solution would be to lock the frame rate during the game loop and hope that would make the game device agnostic. At this point, I'm pretty much happy with my progress learning wise. Although, I still consider myself a beginner on Android and I have miles to go before I sleep. Which rules out any truly ambitious projects that are worthy of annoying ads or even a price tag. For now I want to create some non-gaming applications and really dig deep into what Android can do and then come back around with better chops and do something interesting game wise. However....before I go down that path. I still have that Photoshop itch, so I'm leaning towards two more small simple games. A game for my daughter that will teach her colors and shapes. A a game for my 9yr old son, to help him with his math (multiplication and division). Tomorrow I am going to run the game through its paces some more on a couple of different devices and test it with a few more people. If all I goes well. Critter Smash should be in the Google Play store before the end of the weekend. I'll try to post a video of the game play tomorrow.... Hope you guys had a Merry Christmas. Cheers! (In Game Shots)
  8. Excellent work thus far. Impressive.
  9. a_insomniac

    First post! Intro and initial design concept

    Sounds like a really cool concept. Welcome to journal land and good luck! I look forward to reading more of your entries :)
  10. a_insomniac

    First post, About us

    Very cool :)  Did you ever complete the second game?
  11. Just wow. I can only imagine what you dream about lol. Although I skimmed some of it. Very interesting post nonetheless :)
  12. Two posts in a day? Wow... I can't even remember when I posted twice in a day .... Anyway, I spent the majority of the day trying to finish up all of the graphics for Critter Smash. Usually, I'll code up to a certain point, then take a break and create whatever graphics are necessary. At least for me it breaks up the monotony. However, this time around I just want to focus on the code and not slow down any momentum that I may develop. Now that I have all of my assets collected and completed, i.e., Art, Music, and Sound FXs. It should be an interesting couple of days
  13. It's been a about a week and a few days since I've started learning my way around the Android SDK. Early on,it is somewhat obvious that if you truly want to be able to troubleshoot your game, a solid foundation of the Android platform (non gaming code) is essential. From what I've seen in the way of user complaints on the PlayStore.[size=2] If you are developing with an engine (commercial or free) that deploys to multiple platforms, i.e. IPhone, Android, BlackBerry, etc. Those developers who lack a certain level of general platform knowledge are at a disadvantage . However, there may be no recourse to fixing issues, of which may be related to crashes, memory leaks, etc. That is, if those issues are related to source that is out of your control. Therefore leaving you [the developer] at the mercy of the quality of your engine of choice.[size=2] It should be noted that I am not attempting to bash any engine in particular or even discourage their use. Personally, I'd love to try one eventually. My comments are truly nothing more than an observation, coupled with a more than likely weakly founded conclusion, based on, i.e., limited knowledge of the Android Platform, X Development Engines, and common complaints that appear to go unanswered in the PlayStore On another note. I have been on Christmas break since 12/16. I have just about completed my first book on Android Programming; I bought five in total. In addition to reading countless Android related dev articles and posts on StackOverFlow late into the night. My wife is kinda pissed that I've been coming to bed after 3am every night . So far I have been able to hack together a card game "Crazy 8's". It's more or less finished, but there are some extras that I'd like to add to it, to truly make it my own. I spent about two days, working on graphics for the game. Oddly enough, the time I spend in Photoshop definitely recharges me and keeps me going. Thank God for my somewhat artistic side. Last night, I started working on another game "Critter Smash". I just finished the list of what I want in the game and hope to have it knocked out it in short order. What I am beginning to like about small "simple" games is that you can implement just one level and call it "done". Where the goal is basically besting your previous high score. The benefit of this model is that I can complete a game fairly quickly and just move on while continuing to learn the platform. At this stage, I am not interested in a fully fleshed out, multi-level rich and fulling experience for the end user. I am no where near that point.......yet. Merry Christmas GameDevr's
  14. Interesting blog posting Eric.  I am an Escalation Engineer for Micro Focus and we have a product called DevPartner Studio. Customers that report issues like the one in your blog post take advantage of our tool and use a component called "Memory Analysis". It is a real time memory tool for the .NET framework. Check it out if you like ... I'm not in sales just pointing it out to you   http://www.borland.com/products/devpartner/read/ That said, talk about fortuitous luck to have been called away and then discovered you had this issue. Most of the time during testing, who actually leaves the compiled code running for more than 10 minutes a stretch
  15. So how did I go from IOS to Android in less than two weeks? Well, I could really go on a rant about how the Cocos2dx documentation is limiting, and by attempting to circumvent Objective-C, I would be limited (knowledge-wise) to mainly programming games only. However, that is not the real reason why I have decided against learning anything related to Apple development. The truth is, I paid $100 for the developer's license, therefore the commitment was there. Unfortunately, I was looking at another $500 plus dollars in hardware upgrades due to my mac mini's hardware not being eligible for the OS version needed - currency issue. The hardware barrier was more of a turn off than the lacking documentation of Cocos2dx. Now I have turned my attention to Android and I honestly can't say why I did not choose this platform to begin with. In comparison to Apple development, right off the back there are a few pluses; for me at least. 1. I can use whatever PC I want 2. Familiarity with Eclipse 3. More than comfortable with JAVA 4. Excellent documentation (Note) I am not comparing to Cocos2dx since that is not an Apple offering 5. Developer license for Android is $25 dollars a year versus $100 for Apple It's been about five days since I've started teaching myself the Android sdk platform. Fortunately, I write code for a living and I am no stranger to complex architectures. Even so, I would venture to say that for a true beginner attempting to write non-gaming apps for Android, it is a really deep dive. However, the gaming side of things seems to hide a lot of the complexity needed to create actual applications and is a softer entry point. That said, I've decided to learn the Android platform for both gaming and regular application development. I have also decided to code strictly in JAVA for Android. I've read enough articles to realize that although you can attempt C++, it would be too much of a headache. ....the adventure continues.....
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