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i'm working now on the code that will glue the physics engine to the actual IB2 game logic. specifically at the moment i'm working on code that will allow the game to keep track of all the various entities that will populate the game, like boxes, balls, forces, pulleys, joints, etc. and allow these entities to be acted upon by user created scripts. this will allow the user to do things like:
exec
(set box1 (createBox 1.0 1.0))
(set box2 (createBox -1.0 1.0))
(set joint (createDistanceJoint box1 box2 2.0))
which will create two boxes in the gameworld and constrain them to always be 2.0 units away from each other.
it's really important that everything works with shockscript because, as i mentioned earlier, everything in the game ui will be built using shockscript.
when you, for example, pick the item "Add Box" and click to place one, what will really be going on behind the scenes will be a shockscript function call such as "(createBox xmouse ymouse)" [the real createBox will take more parameters, but you get the idea]. so anything you can ever do in the default ui can be done and extended by your own shockscript. and indeed i plan to allow the user to actually code his own ui elements with scripting in order to facilitate custom weapons, modes, etc (more on that later).
exec
(set box1 (createBox 1.0 1.0))
(set box2 (createBox -1.0 1.0))
(set joint (createDistanceJoint box1 box2 2.0))
which will create two boxes in the gameworld and constrain them to always be 2.0 units away from each other.
it's really important that everything works with shockscript because, as i mentioned earlier, everything in the game ui will be built using shockscript.
when you, for example, pick the item "Add Box" and click to place one, what will really be going on behind the scenes will be a shockscript function call such as "(createBox xmouse ymouse)" [the real createBox will take more parameters, but you get the idea]. so anything you can ever do in the default ui can be done and extended by your own shockscript. and indeed i plan to allow the user to actually code his own ui elements with scripting in order to facilitate custom weapons, modes, etc (more on that later).
Gallery Pass
You'll find a little bit of everything in here, from beautiful fantasy characters, spooky creatures, anime, cool sci-fi, fabulous wallpaper, abstract images and Disney-style work. New stuff added (at least) once a week. Everything in this gallery is unique to this gallery and won't be available in my public offerings! All artwork is AI generated via Midjourney.
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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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