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  • Solipskier through the ages | Mikengreg Blog
    bonuses and total score but we ended up doing something much simpler that fit into a later UI design with the floating score boards Also you ll notice the background elements lodges and trees are coming from the top of the screen as you draw instead of the final solution you see on the game today from the bottom We did end up trying that but it ended up being quite distracting and ultimately a little weird looking at high speeds Sort of like a zipper It s one of those ideas that seems really cool in your head but doesn t work in practice Beyond that the only other thing missing here is the character Character design animation is most certainly my weak point so I tend to leave it until the end I m never really happy with the characters I design and that s probably because they re always showing up towards the end of the mockup process I do like the idea behind the Solipskier though with his large ego tastic head balanced on a tiny stick figure frame It makes sense to me and gives me a chuckle Version 0 1 Mike I was actually pretty blown away by Greg s concept pieces the idea of being a skier instead of a snow mobile brought all sorts of new ideas for gameplay concepts and it made the slalom concept make more sense thematically I quickly threw the backgrounds into the game and set up the parallax this did a great job of giving you a sense of speed just as we had hoped and cemented our belief in the game as focused on speed I also began playing with the drawing mechanic smoothing out the lines and keeping slopes from getting to vertical and unrealistic for a skier to climb I made the physics of the skier a little more complicated sticking him to the terrain for down slopes and slowing his climb on up slopes which made his motion much more smooth and weighty He was still stuck to the center of the screen however and he lacked a real sense of liveliness his only motion relative to the screen was going up and down it lacked character At this point I had the idea for the tunnel obstacle it was an obvious extension of the gate obstacle but I wasn t sure how it fit in exactly We still didn t have much of the score and multiplier system in place and multiplier system didn t affect speed so it was difficult to determine how tunnels fit in relative to gates I just thought it felt cool to see the tunnel gates whiz by so rapidly and it was a fun challenge to stay within the bounds Version 0 2 Mike At this point we started animating the skier and adding motion blur to the moving pieces to help give a sense of real speed This was quite easy to implement using flash

    Original URL path: http://mikengreg.com/blog/2011/02/solipskier-through-the-ages/?replytocom=1441 (2016-04-24)
    Open archived version from archive


  • Solipskier through the ages | Mikengreg Blog
    bonuses and total score but we ended up doing something much simpler that fit into a later UI design with the floating score boards Also you ll notice the background elements lodges and trees are coming from the top of the screen as you draw instead of the final solution you see on the game today from the bottom We did end up trying that but it ended up being quite distracting and ultimately a little weird looking at high speeds Sort of like a zipper It s one of those ideas that seems really cool in your head but doesn t work in practice Beyond that the only other thing missing here is the character Character design animation is most certainly my weak point so I tend to leave it until the end I m never really happy with the characters I design and that s probably because they re always showing up towards the end of the mockup process I do like the idea behind the Solipskier though with his large ego tastic head balanced on a tiny stick figure frame It makes sense to me and gives me a chuckle Version 0 1 Mike I was actually pretty blown away by Greg s concept pieces the idea of being a skier instead of a snow mobile brought all sorts of new ideas for gameplay concepts and it made the slalom concept make more sense thematically I quickly threw the backgrounds into the game and set up the parallax this did a great job of giving you a sense of speed just as we had hoped and cemented our belief in the game as focused on speed I also began playing with the drawing mechanic smoothing out the lines and keeping slopes from getting to vertical and unrealistic for a skier to climb I made the physics of the skier a little more complicated sticking him to the terrain for down slopes and slowing his climb on up slopes which made his motion much more smooth and weighty He was still stuck to the center of the screen however and he lacked a real sense of liveliness his only motion relative to the screen was going up and down it lacked character At this point I had the idea for the tunnel obstacle it was an obvious extension of the gate obstacle but I wasn t sure how it fit in exactly We still didn t have much of the score and multiplier system in place and multiplier system didn t affect speed so it was difficult to determine how tunnels fit in relative to gates I just thought it felt cool to see the tunnel gates whiz by so rapidly and it was a fun challenge to stay within the bounds Version 0 2 Mike At this point we started animating the skier and adding motion blur to the moving pieces to help give a sense of real speed This was quite easy to implement using flash

    Original URL path: http://mikengreg.com/blog/2011/02/solipskier-through-the-ages/?replytocom=1448 (2016-04-24)
    Open archived version from archive

  • Solipskier through the ages | Mikengreg Blog
    bonuses and total score but we ended up doing something much simpler that fit into a later UI design with the floating score boards Also you ll notice the background elements lodges and trees are coming from the top of the screen as you draw instead of the final solution you see on the game today from the bottom We did end up trying that but it ended up being quite distracting and ultimately a little weird looking at high speeds Sort of like a zipper It s one of those ideas that seems really cool in your head but doesn t work in practice Beyond that the only other thing missing here is the character Character design animation is most certainly my weak point so I tend to leave it until the end I m never really happy with the characters I design and that s probably because they re always showing up towards the end of the mockup process I do like the idea behind the Solipskier though with his large ego tastic head balanced on a tiny stick figure frame It makes sense to me and gives me a chuckle Version 0 1 Mike I was actually pretty blown away by Greg s concept pieces the idea of being a skier instead of a snow mobile brought all sorts of new ideas for gameplay concepts and it made the slalom concept make more sense thematically I quickly threw the backgrounds into the game and set up the parallax this did a great job of giving you a sense of speed just as we had hoped and cemented our belief in the game as focused on speed I also began playing with the drawing mechanic smoothing out the lines and keeping slopes from getting to vertical and unrealistic for a skier to climb I made the physics of the skier a little more complicated sticking him to the terrain for down slopes and slowing his climb on up slopes which made his motion much more smooth and weighty He was still stuck to the center of the screen however and he lacked a real sense of liveliness his only motion relative to the screen was going up and down it lacked character At this point I had the idea for the tunnel obstacle it was an obvious extension of the gate obstacle but I wasn t sure how it fit in exactly We still didn t have much of the score and multiplier system in place and multiplier system didn t affect speed so it was difficult to determine how tunnels fit in relative to gates I just thought it felt cool to see the tunnel gates whiz by so rapidly and it was a fun challenge to stay within the bounds Version 0 2 Mike At this point we started animating the skier and adding motion blur to the moving pieces to help give a sense of real speed This was quite easy to implement using flash

    Original URL path: http://mikengreg.com/blog/2011/02/solipskier-through-the-ages/?replytocom=1621 (2016-04-24)
    Open archived version from archive

  • Solipskier through the ages | Mikengreg Blog
    bonuses and total score but we ended up doing something much simpler that fit into a later UI design with the floating score boards Also you ll notice the background elements lodges and trees are coming from the top of the screen as you draw instead of the final solution you see on the game today from the bottom We did end up trying that but it ended up being quite distracting and ultimately a little weird looking at high speeds Sort of like a zipper It s one of those ideas that seems really cool in your head but doesn t work in practice Beyond that the only other thing missing here is the character Character design animation is most certainly my weak point so I tend to leave it until the end I m never really happy with the characters I design and that s probably because they re always showing up towards the end of the mockup process I do like the idea behind the Solipskier though with his large ego tastic head balanced on a tiny stick figure frame It makes sense to me and gives me a chuckle Version 0 1 Mike I was actually pretty blown away by Greg s concept pieces the idea of being a skier instead of a snow mobile brought all sorts of new ideas for gameplay concepts and it made the slalom concept make more sense thematically I quickly threw the backgrounds into the game and set up the parallax this did a great job of giving you a sense of speed just as we had hoped and cemented our belief in the game as focused on speed I also began playing with the drawing mechanic smoothing out the lines and keeping slopes from getting to vertical and unrealistic for a skier to climb I made the physics of the skier a little more complicated sticking him to the terrain for down slopes and slowing his climb on up slopes which made his motion much more smooth and weighty He was still stuck to the center of the screen however and he lacked a real sense of liveliness his only motion relative to the screen was going up and down it lacked character At this point I had the idea for the tunnel obstacle it was an obvious extension of the gate obstacle but I wasn t sure how it fit in exactly We still didn t have much of the score and multiplier system in place and multiplier system didn t affect speed so it was difficult to determine how tunnels fit in relative to gates I just thought it felt cool to see the tunnel gates whiz by so rapidly and it was a fun challenge to stay within the bounds Version 0 2 Mike At this point we started animating the skier and adding motion blur to the moving pieces to help give a sense of real speed This was quite easy to implement using flash

    Original URL path: http://mikengreg.com/blog/2011/02/solipskier-through-the-ages/?replytocom=1706 (2016-04-24)
    Open archived version from archive

  • Solipskier through the ages | Mikengreg Blog
    bonuses and total score but we ended up doing something much simpler that fit into a later UI design with the floating score boards Also you ll notice the background elements lodges and trees are coming from the top of the screen as you draw instead of the final solution you see on the game today from the bottom We did end up trying that but it ended up being quite distracting and ultimately a little weird looking at high speeds Sort of like a zipper It s one of those ideas that seems really cool in your head but doesn t work in practice Beyond that the only other thing missing here is the character Character design animation is most certainly my weak point so I tend to leave it until the end I m never really happy with the characters I design and that s probably because they re always showing up towards the end of the mockup process I do like the idea behind the Solipskier though with his large ego tastic head balanced on a tiny stick figure frame It makes sense to me and gives me a chuckle Version 0 1 Mike I was actually pretty blown away by Greg s concept pieces the idea of being a skier instead of a snow mobile brought all sorts of new ideas for gameplay concepts and it made the slalom concept make more sense thematically I quickly threw the backgrounds into the game and set up the parallax this did a great job of giving you a sense of speed just as we had hoped and cemented our belief in the game as focused on speed I also began playing with the drawing mechanic smoothing out the lines and keeping slopes from getting to vertical and unrealistic for a skier to climb I made the physics of the skier a little more complicated sticking him to the terrain for down slopes and slowing his climb on up slopes which made his motion much more smooth and weighty He was still stuck to the center of the screen however and he lacked a real sense of liveliness his only motion relative to the screen was going up and down it lacked character At this point I had the idea for the tunnel obstacle it was an obvious extension of the gate obstacle but I wasn t sure how it fit in exactly We still didn t have much of the score and multiplier system in place and multiplier system didn t affect speed so it was difficult to determine how tunnels fit in relative to gates I just thought it felt cool to see the tunnel gates whiz by so rapidly and it was a fun challenge to stay within the bounds Version 0 2 Mike At this point we started animating the skier and adding motion blur to the moving pieces to help give a sense of real speed This was quite easy to implement using flash

    Original URL path: http://mikengreg.com/blog/2011/02/solipskier-through-the-ages/?replytocom=2319 (2016-04-24)
    Open archived version from archive

  • Solipskier
    MOUSE BUTTON TO DRAW TERRAIN To avoid weirdness in the beginning click hold and drag over the white box The JUMP is a bit bugged but you shouldn t be able to draw over it it s a kind of

    Original URL path: http://mikengreg.com/blog/archive/solipskier1/ (2016-04-24)
    Open archived version from archive

  • Solipskier
    MOUSE BUTTON TO DRAW TERRAIN To avoid weirdness in the beginning click hold and drag over the white box The JUMP is a bit bugged but you shouldn t be able to draw over it it s a kind of

    Original URL path: http://mikengreg.com/blog/archive/solipskier2/ (2016-04-24)
    Open archived version from archive

  • Solipskier
    MOUSE BUTTON TO DRAW TERRAIN To avoid weirdness in the beginning click hold and drag over the white box The JUMP is a bit bugged but you shouldn t be able to draw over it it s a kind of

    Original URL path: http://mikengreg.com/blog/archive/solipskier6/ (2016-04-24)
    Open archived version from archive



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