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Well I just finished the mobile version "UI". UI is in quotes because in actuality the mobile interface probably too simple to be called a full UI, as commonly understood.
Basically it just consists of text at the top of the screen to let you know what the buddy is saying, and then either zero, one, two, three, or four buttons which pop up underneath that, which you tap to give a response. (The responses will be dependent on the context, so if the buddy asks you how your day is going, you may be able to respond "Great!", "So-so", or "Bad", for example. He will then continue the conversation based on that selection.)
The cool thing is that the interface is screen orientation agnostic. So if you rotate to side view, the buttons and text fade out and then fade in in a position that looks good for that view. This works for all four orientations (top, bottom, right, left). Getting this to work right was crucial since the game is designed to be played from any angle (the world gravity shifts accordingly).
Next up is getting Lua scripting up and running (and able to access the UI display functions) and starting work on the conversation AI.
I have finally uploaded a video of this mobile version, which is also the first ever demonstration of the re-tooled buddy physics (which are pretty much the same across the mobile and webgame versions, aside from the fact that the mobile version also supports rotated gravity which I may or may not add to the webgame version).
Here's the video (don't forget to click HD): www.youtube.com/watch?v=uR-XPl…
Basically it just consists of text at the top of the screen to let you know what the buddy is saying, and then either zero, one, two, three, or four buttons which pop up underneath that, which you tap to give a response. (The responses will be dependent on the context, so if the buddy asks you how your day is going, you may be able to respond "Great!", "So-so", or "Bad", for example. He will then continue the conversation based on that selection.)
The cool thing is that the interface is screen orientation agnostic. So if you rotate to side view, the buttons and text fade out and then fade in in a position that looks good for that view. This works for all four orientations (top, bottom, right, left). Getting this to work right was crucial since the game is designed to be played from any angle (the world gravity shifts accordingly).
Next up is getting Lua scripting up and running (and able to access the UI display functions) and starting work on the conversation AI.
I have finally uploaded a video of this mobile version, which is also the first ever demonstration of the re-tooled buddy physics (which are pretty much the same across the mobile and webgame versions, aside from the fact that the mobile version also supports rotated gravity which I may or may not add to the webgame version).
Here's the video (don't forget to click HD): www.youtube.com/watch?v=uR-XPl…
Interactive Buddy 2 -- iOS gameplay video
Just wanted to post a link to the first Interactive Buddy 2 iOS gameplay video I've uploaded. Check it out! http://www.youtube.com/watch?v=UEmZinTONuY
The game is available now: https://itunes.apple.com/us/app/id572643955
Interactive Buddy 2, prepped for release
Well, it has been a long time. Interactive Buddy 2 for the browser was supposed to be released two years ago. It has been sitting on my hard drive since then, collecting digital dust.
The reason for this delay is that I decided to devote considerable effort toward making a full, feature-complete version of Interactive Buddy 2 for iPhone/iPad. The project has now come to fruition, and Interactive Buddy 2 for iOS has been submitted to Apple for review, as of today.
Hopefully IB2 for iOS will be released before Christmas (depends on how long it takes Apple to approve it), with the web prototype version being released a few days after that. The
video of shape tools in Interactive Buddy 2 (iPad)
Title says it all...
http://www.youtube.com/watch?v=0DHC281HF_k
Let me know what you think!
Mobile version of Interactive Buddy 2 updated info
Hello readers.... As previously noted, I've been working on IB2 mobile version pretty much full time lately.
At this point, I've almost got feature parity between it and the online version (which I have demoed here before). The temperature system, the circuit system, most of all the physical items, the shape building tools, saving and loading scenes, etc. have all been duplicated on the mobile version. And they are all adapted for multitouch controls.
Also, since it's all written in OpenGL/C++ rather than Flash, it's actually FASTER on a phone (I'm testing with an iPhone 4S) than it is online. I've got an iPad 3 on the way so hopefully that
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Amazing, wish I had a phone.