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Socoder -> In-Development -> Sheep Goes Right - DevDiary

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Sun, 03 Nov 2013, 17:07
Jayenkai
Been a good couple of weeks since I properly tackled this game. Although I've been doing little bits and pieces, I have instead been focussing on the now-abandoned compendium..
Today, I decided to get back into the swing of things, and tackled the bastard menu system. God, I hate doing bloody menus...
I've spent the majority of the day poking and prodding it into submission, and have finally got it working.



Unfortunately, it isn't quite in the same "puppet" style as the rest of the game. I might spend a little extra time on it, later, but... .. Fuck, it'll do for now, I hate bloody menus!!!

On show are the world's theme, the score for each level, and the number of lives you had remaining, and/or if you used the skip button.
Luvly stuff!

Complete game currently stands at 12Mb..
Dev folder is 320mb!!!
Bloody hell, talk about using large assets!!!


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Sun, 03 Nov 2013, 21:22
9572AD
First few levels were too same-y, and there never seemed to be a reason to jump, but otherwise I liked it.

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All the raw, animal magnetism of a rutabaga.
Thu, 21 Nov 2013, 05:23
Jayenkai
OUYA Test

If you have an OUYA, I'd love some feedback! Ta

Same levels, much nicer frontend with proper level select, and load/save working, too..


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Thu, 21 Nov 2013, 08:19
rockford
Seems to work absolutely fine. The only thing I noted was that when the "Level Complete" message comes up the "p" in complete is too close to the "m".

Other than that, job's a good'un

Jay, I remember you mentioning that you were concerned about the (memory) size/footprint of the game. Have you tried this site tinypng.com/ ? It compresses .PNG graphics right down, without degrading them. I think all it does is remove colour info for colours that aren't used, but it's incredibly good, very fast and could save you a fair bit of memory as well as uploading/downloading time.
Thu, 21 Nov 2013, 08:59
Jayenkai
Haven't even compressed my pngs at all, they're all default compression, and left as is. PaintShop Pro 7s "export png" stuff has a lot of options, but I haven't bothered to mess about with them, since the gfx require the alpha based shadows around them. Not sure if palette based pngs can do that much alpha based stuff, and .. Meh, it's not so big, really..
The current apk is just over 13mb, and aside from a few extra background sprites, isn't really going to get much bigger. .. The levels are little ASCII strings, exactly the same size as the original and DS editions! Nothing too taxing!!

|edit| As for "saving memory", I don't think it matters in Androids silly world. All 512x512 images are the same bloomin size once they're in the GPUs memory. |edit|

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