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I fixed some bugs in my building creation preset and made some other presets run a bit faster. I'm also trying to think of a new and creative way to use gmegabuf() in a previously unthought of way. Hmm...
I hope these journals don't seem too boring since I'm pretty much only describing AVS and not the rest of my life. However, at least until my pack is released, they are going to be centered on AVS.
I hope these journals don't seem too boring since I'm pretty much only describing AVS and not the rest of my life. However, at least until my pack is released, they are going to be centered on AVS.
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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Well, maybe it's not the subject, but rather the frequency of entries. Web Diaries aside, most people at DA don't write journal entries on a daily basis, so maybe people have just grown a custom to it and won't notice them if you have too much to talk about