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Well I've been adding some sound effects, and now the buddy has a distinct voice that can be heard when he grunts or yelps in response to your attacks. It's a high pitched sort of cartoony voice that I think fits pretty well. This is for both the Flash and mobile versions--(since each version has pretty much the exact same buddy physics and graphics, why not sound too?).
Still on track for a holiday release.
Still on track for a holiday release.
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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are there good sounds to?