Posts tagged “graphics”

◂ Back to all posts

Graphics are born

It’s been over two months since my last post, in which I announced that I was abandoning JavaScript for the development of Turtle Paint, and switched to Ruby instead. So far, it has been a great learning experience, and I’m loving this language more every day. There are a number of …

Continue reading

In-game graphics

As announced, I made a large sprint this week to bring the artwork closer to completion. I think it’s about halfway done now, but I’m getting more and more experience with this, so the second half should go a lot faster.

Here are some screenshots of the game as it looks now. (Ignore the …

Continue reading

Title screen

Like I announced, lots of work on graphics. In-game graphics are beginning to come together, but are only halfway done, so the overall result still doesn’t look too good.

The title screen is mostly finished, though. I had to trade in a bit of “obviously being a shopping cart” to …

Continue reading

Activity flow

In Android, generally speaking, each different screen presented to the user is called an ‘activity’. Until recently, the only activity in the game has been the game itself. I’d already added a few menu screens this week, like you saw before, and have now been working on putting it …

Continue reading

Menu layout

Like last week’s, this post is a day behind schedule as well. Since I’m working on my part-time side job on Tuesdays and Wednesdays, it was a silly schedule anyway – changing to Thursdays to accommodate.

Today, I designed and implemented the look of the game’s menus. At …

Continue reading

Moving pictures

It’s difficult to do a screen-cast of an Android game. You have to root the device to even take a screenshot, and with the game taking up most of the CPU, a live video is out of the question. The emulator that ships with the SDK is too slow to make the game run smoothly, and multitouch cannot …

Continue reading

Fragments

After deciding in which direction to take the game, the last few days have been a matter of implementing this. Due to various circumstances I haven’t been able to get as much done as I would’ve liked to, which is why this post is relatively short and fragmented.

I started putting part of …

Continue reading

The aspect ratio problem

In the days of MS-DOS, things were simple. If you developed a game, you usually wrote it for one specific VGA or SVGA resolution, such as 320x200 or 640x480. If someone’s video card did not support this resolution: tough luck.

Nowadays, there is such a variety of screen resolutions that this …

Continue reading