It starts uploading the zip file, a few MB, with progressbar, then throws the errormessage mit a red frame, each time at 6.3% completion, iirc. I have relatively small bandwidth, could that cause it?
It may be easy to copy your love game file to that folder on your android device, but that doesn't give you a distributable, installable apk file. Even tho, I think I remember there is a tool that is able to turn an installed app into an installable apk, and I think the tool runs on android directly, although can't remember the name and it's uncertain whether it supports the inclusion of data added after the installation.
Love itself may be good and powerful, but just from watching the wiki page about "distribution": https://love2d.org/wiki/Game_Distribution I actually find it rather complicated. I have to add a certain list of dlls to the exe by using a dos prompt? Doesn't sound like "Press F5" to me. In comparation, the mentioned "Monkey-X" really requires 1 click to generate and run an exe, or a js in the browser. It even comes with a minimalistic webserver, that automaticly hosts the html5 (where in phaser you have to do this by your own), just in fact by hitting "F5".
Got to tell you, I think the academification of programming, eg. by the academic doctrine of "structured programming" (mainly in order to allow a company to easily fire + replace programmers by program-maintainers, once the work is done) wasn't so good for the progeammers. Today I see professional coders often do stupidly simple tasks with stupidly overcomplicated code, language, ide, library etc such as the download and installation of a several gigabye "Suite" in order to program something along the line of "Print "hello world.""
I wouldn't care about their inefficiency if they hadn't made this clumsyness a required core skill in IT jobs. Therefor, not specificly adressing love, I would say I'd be rather oldschool. You guys love pixels, like in 16x16 tiles. That is oldschool too. Why then unnecessarily use bloatware for the code side.
I only remember Lua from Modding the Far Cry game, so that the Chopper wouldn't stop me from chilling at the beach anymore. Never read any Lua tutorial, just went in and chanched a couple of things - Lua is indeed easy if you know C or Javascript.
I just played it and want to add: great game, runs very smootly, is that a canvas? Anyway, on mobiles there is a significant diffrence: the device only knows where the "mouse" is while the "left mousebutton" is being pressed, that is actually your finger, touching and moving on the display. Slightly unconventional would be an approach, in which the player has to lift his finger for a quick instance, to fire, instead of pressing something. Them again you'd need to check whether he has a touchdisplay or a mouse.
I would definitely also offer support for the device orientation handler, it works very well to steer things.
Personally, I am focussing on Javascript with html5 features. Once such a game works, you can just put it online, or use an . apk that simply opens the html page found in a certain folder with an embeded browser or the users browser. Even though this won't allow certain operations that are possible with native code (like writing a file) pretty much everything is covered, for instance localStorage can easily sustitute am entire little harddrive, dedicated to your game only.When writing in html5/js/css3 you have the choice of writing by your own or use one of the many existing game engines, such as phaser, löve(edit: my mistake, löve uses Lua, not Js) etc.
I'd also like to mention Mark Sibly's "X-Monkey" (and wip version 2), that allows to compile for various platforms, in the free version to html5 and x86 exe: https://en.m.wikipedia.org/wiki/Monkey_X
There's too little camera zoom, or like a pinhead lense, a fisheye effect. try to be a bit more isometric.
As for metal, think of a bended mirror, and any reflection is in the right angle to the surface. For that reason, on the top of the head, those lines aren't fully correct, they should end at the very top.
In 3D, we simply put a cubemap onto something, that will reflect surroundings,and funny enough, often you have to add the reflection of a nonexisting sky and horizon to make it look in any way believable. By using very small cubemaps one can also achieve blur reflections, that looks more like a slightly rough surface.
Nice car, George Lucas would love it, but that "color ramp" (I get it right, these are the 12 or 13 colors used?) looks not very well balanced: some reds are too similar, and also the 3 darkest greys look about the same, pretty much black. Better add some pale bright pink, so you can smooth the highlights. Just my 2c.
oh btw. you may just take a real red ferrari picture, then use gimp/photoshop etc. to export as a gif (after removing background) undithered with optimized palette for the number of colors you want. This may give you a nice palette.
Medicine Storm, I did not ask for some secrets, but for a generic example. I like sarcasm, but in this context it doesn't give me anything, that's understandable, right?
You know I was just enthusiastic, thinking there are some optimistic people out there, but in the end of the day, I may just knoch it up myself by using existing solutions and the kindly provided friendly licence assets found here and at some other places. It's just, synergy means the product of cooperation is not addition of the individual potentials, but a multiplication factor. In lack of better terms.
It starts uploading the zip file, a few MB, with progressbar, then throws the errormessage mit a red frame, each time at 6.3% completion, iirc. I have relatively small bandwidth, could that cause it?
I have a similar problem, so it may be unneccessary to start a new thread. I tried uploading some animations, but I get this:
An AJAX HTTP request terminated abnormally. Debugging information follows. Path: /file/progress/1007775011 StatusText: ResponseText: ReadyState: 4
It may be easy to copy your love game file to that folder on your android device, but that doesn't give you a distributable, installable apk file. Even tho, I think I remember there is a tool that is able to turn an installed app into an installable apk, and I think the tool runs on android directly, although can't remember the name and it's uncertain whether it supports the inclusion of data added after the installation.
Love itself may be good and powerful, but just from watching the wiki page about "distribution": https://love2d.org/wiki/Game_Distribution I actually find it rather complicated. I have to add a certain list of dlls to the exe by using a dos prompt? Doesn't sound like "Press F5" to me. In comparation, the mentioned "Monkey-X" really requires 1 click to generate and run an exe, or a js in the browser. It even comes with a minimalistic webserver, that automaticly hosts the html5 (where in phaser you have to do this by your own), just in fact by hitting "F5".
Got to tell you, I think the academification of programming, eg. by the academic doctrine of "structured programming" (mainly in order to allow a company to easily fire + replace programmers by program-maintainers, once the work is done) wasn't so good for the progeammers. Today I see professional coders often do stupidly simple tasks with stupidly overcomplicated code, language, ide, library etc such as the download and installation of a several gigabye "Suite" in order to program something along the line of "Print "hello world.""
I wouldn't care about their inefficiency if they hadn't made this clumsyness a required core skill in IT jobs. Therefor, not specificly adressing love, I would say I'd be rather oldschool. You guys love pixels, like in 16x16 tiles. That is oldschool too. Why then unnecessarily use bloatware for the code side.
I only remember Lua from Modding the Far Cry game, so that the Chopper wouldn't stop me from chilling at the beach anymore. Never read any Lua tutorial, just went in and chanched a couple of things - Lua is indeed easy if you know C or Javascript.
I just played it and want to add: great game, runs very smootly, is that a canvas? Anyway, on mobiles there is a significant diffrence: the device only knows where the "mouse" is while the "left mousebutton" is being pressed, that is actually your finger, touching and moving on the display. Slightly unconventional would be an approach, in which the player has to lift his finger for a quick instance, to fire, instead of pressing something. Them again you'd need to check whether he has a touchdisplay or a mouse.
I would definitely also offer support for the device orientation handler, it works very well to steer things.
Personally, I am focussing on Javascript with html5 features. Once such a game works, you can just put it online, or use an . apk that simply opens the html page found in a certain folder with an embeded browser or the users browser. Even though this won't allow certain operations that are possible with native code (like writing a file) pretty much everything is covered, for instance localStorage can easily sustitute am entire little harddrive, dedicated to your game only.When writing in html5/js/css3 you have the choice of writing by your own or use one of the many existing game engines, such as phaser, löve(edit: my mistake, löve uses Lua, not Js) etc.
I'd also like to mention Mark Sibly's "X-Monkey" (and wip version 2), that allows to compile for various platforms, in the free version to html5 and x86 exe: https://en.m.wikipedia.org/wiki/Monkey_X
Thanks, that may be the one.
There's too little camera zoom, or like a pinhead lense, a fisheye effect. try to be a bit more isometric.
As for metal, think of a bended mirror, and any reflection is in the right angle to the surface. For that reason, on the top of the head, those lines aren't fully correct, they should end at the very top.
In 3D, we simply put a cubemap onto something, that will reflect surroundings,and funny enough, often you have to add the reflection of a nonexisting sky and horizon to make it look in any way believable. By using very small cubemaps one can also achieve blur reflections, that looks more like a slightly rough surface.
Well, 3D is not 2D, still hope it may help.
Nice car, George Lucas would love it, but that "color ramp" (I get it right, these are the 12 or 13 colors used?) looks not very well balanced: some reds are too similar, and also the 3 darkest greys look about the same, pretty much black. Better add some pale bright pink, so you can smooth the highlights. Just my 2c.
oh btw. you may just take a real red ferrari picture, then use gimp/photoshop etc. to export as a gif (after removing background) undithered with optimized palette for the number of colors you want. This may give you a nice palette.
Medicine Storm, I did not ask for some secrets, but for a generic example. I like sarcasm, but in this context it doesn't give me anything, that's understandable, right?
You know I was just enthusiastic, thinking there are some optimistic people out there, but in the end of the day, I may just knoch it up myself by using existing solutions and the kindly provided friendly licence assets found here and at some other places. It's just, synergy means the product of cooperation is not addition of the individual potentials, but a multiplication factor. In lack of better terms.
Pages