The artists painted bright graphics, the programmers built it into the game, the animators added movements - it would seem, everything is ready. But no, managers do not like:
You need to remove gray spots and white lines. Then the pulsating button jerks, there the progress bar goes with a ladder.You look at the game resources - there is nothing in them, all sprites are cropped. You read the code - the formulas are correct, there is enough shader accuracy. But the result was still unimportant. Where is the mistake?
A small poll for those who already know where the artifacts come from. What to do in this situation?
You need a powerful graphics card and fresh drivers;
It is worth making downloadable sets of graphics for all possible screen resolutions;
Square textures with the sizes of a degree of two do not have such problems;
This is all due to the compression of graphics (PVRTC / DXT5 / ETC1 / ...);
In the graphics editor you will have to smudge the edges slightly;
This should have happened, because we did not prepare graphic data;
Only antialiasing will help;
You need textures and targets in the premultiplied alpha mode.
What is the correct answer, why exactly and how to overcome the artifacts of graphics read under the cut.
So, the news says that someone else has died due to video game addiction. Yes, it is Korea again.
I am not trying to prove that the video games are heroin. I remember that in this case the victim had a lot of problems in live. But, half of you know that the World of Warcraft sucks you into that and doctors consider the game addiction as a serious problem. So here's the big question: Are some games intentionally designed to keep you playing, even when you are not enjoying it?
Surely, they are.
5. Forming the habits (reflexes)
If you have ever been addicted to a game or known someone who was, then this article is really disturbing. It is written by Microsoft game researcher on how to make video games that attract players, whether they like it or not. This person has a doctorate in behavioral and brain sciences.
The French are preparing to release a little book, which is attached to a paper balloon, and the iPad application allows flying on this balloon, controlling the direction and force of the wind.
It is evident that they are actively concerned with new interacting ways with technology. In addition to the toy they have “Rorschach cards”, “(i)Pirates” with less traditional augmented reality and the source coded “The Night of the Living Dead Pixels”.
Young anti-piracy organization Vigilant Defender decided to conduct an interesting experiment, which aimed to find out how many gamers have downloaded "pirated copy" are willing to pay the license fee for the original game. Company management has made an ingenious solution: they put on the Internet the pirated copy “Deus Ex: Human Revolution” with a crack and one interesting modification. This pirated copy spread on many torrent websites and it was downloaded by thousands of users.
After a person has installed the game and run it, a number of game’s time passed, and then opens a web form with several questions. The most interesting is that about 90% of gamers have responded to questions, and they did not uninstall the strange a game. Most of the questions had to do with the theme of licenses. For example, the gamers were asked whether they intend to buy a licensed version of the game. In addition, there was also a question regarding the license fee, the gamers were asked how much they are willing to pay for a licensed version.
The first part can be found here.
The software part
Overpatching of the application took only a week for the iPad. The main time was spent on rework of the user’s interface. Dimensions of screen resolution of the iPad and iPhone are different, so if we have not considered this when designing the interface - we have a problem (especially, if we have numerous screens).
If we lead 1024 without changing the dimensions to 480, then the resulting image will be 480x360, so we get 40 extra pixels vertically. One simple solution is to leave empty space above and below. I do not like this approach. Since I only have had three screens (almost everything is in the vector), I have reworked the source materials for expansion of 1024x768 and has written a utility that moving in 480x320, and cutting (shifting) the specific parts from top, bottom or both sides that I do not need.
I completely rewrote the dialog of posting to Twitter, the old was not designed for the iPad.
Transferring a binary file into universal format took exactly one click. So, select a target “Upgrade this target to ipad”.
I used this code below to find out if the iPad is software-based or not:
BOOL isPad ()
# ifdef UI_USER_INTERFACE_IDIOM
return (UI_USER_INTERFACE_IDIOM () == UIUserInterfaceIdiomPad);
In October 2008, I have found out at an ordinary meeting with two friends that they are involved in the developing of games for the iPhone. At that time I already had almost completed shareware project for the Windows. I was inspired by the desire to port it for the iPhone, I started working in this direction.
Create and adapt the development tools for the Windows platform without the purchasing of Mac device and related the development tools. Mac purchase was postponed until a full understanding of how it works. Almost finished project and tools for it were for the Windows, so I decided to do all for the Windows. I started implementing this idea after I spent a few days searching the internet.