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?
Very well done! Considering there are no textures, they are looking great. Only the sniper scope is a little too low poly - turn it by 45 degree, so it's looking like one of those hitech electronic scopes. ^^
It's good to see the art of lowpoly modelling being maintained these days. Remember the times of 128 Tris challenges. This stuff was awesome. Actually it still is.
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.
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
Very well done! Considering there are no textures, they are looking great. Only the sniper scope is a little too low poly - turn it by 45 degree, so it's looking like one of those hitech electronic scopes. ^^
It's good to see the art of lowpoly modelling being maintained these days. Remember the times of 128 Tris challenges. This stuff was awesome. Actually it still is.
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.
very nice work indeed, thanks a lot.
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.
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