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Posts Tagged ‘iphone’

 
 

Sprightly Sprites: Bringing game worlds to life

Friday, October 2nd, 2009

Today we’ll be shifting gears a bit, and exploring some of the more technical aspects of creating and animating a two-dimensional world. At the heart of two-dimensional animation is the concept of a sprite, a graphic image which can move and change within a larger image. Assuming that your “larger image” might be something along [...]

 

The Misadventures of Tom Thumb

Wednesday, September 16th, 2009

I’ve discussed some reasons in the past that the iPhone isn’t the optimal platform — to the extent that any single platform can be considered “optimal” — for game design, but none of the reasons I’ve mentioned thus far are quite so boldly errant as the handful I’ll be discussing today. Our topic for today [...]

 

Controls, in context

Tuesday, September 15th, 2009

I’ve mentioned contextual controls in passing before, and described a basic framework for how they might operate in Atma. I’ve decided to commit today’s post to discussing exactly how context-based controls might work in the game’s touch-based system, and discuss several game interactions that need to be handled effectively by the system, as well as [...]

 

The King of Bad Ideas

Thursday, August 27th, 2009

Developing a serious game for a platform known more for flatulence noise-makers and questionably utile utility apps than for its hardcore games can hardly be said to be a great decision for an MMO developer. In fact, many would likely cross that fine line in the English language between euphemism and derision, choosing to brand [...]

 

An interface, in your face

Wednesday, August 26th, 2009

Yesterday we discussed four concepts that I feel are important to user interface design: shallowness, the concept of allowing users to access all information quickly, transparency, the concept of only showing users the information they need to see, consistency, the concept of ensuring that specific behaviors lead to the user’s expected outcomes, and versatility, the [...]