This is a great thread really amazing stuff great job devs @schplurg the squished car is hilarious @headcase I kinda like that doodle looking one for a skin lol
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While porting BattleDuel from the Java version (that uses Swing with a 640x480 window size) to the iPhone we had to reduce the size of the control panel. Java version: Here is the first attempt of a much smaller control panel. Only the active player is displayed. It was possible to decrease the panel size by using the arrow on the right side. Controlling the cannon with the sliders was no fun, so we changed to a completely different approach. Now the player can use the whole display to control the cannon which proved much more user friendly (e.g. you move one finger vertically to change the amount of powder and one finger horizontally to change the angle of the cannon). Here is a screenshot of the new control panel along with an early version of the weapon selection popup. We then started to add graphical elements of the original game. And here is the finalized control panel. Of course there will be an iPad version, so we once again have to think about a new control panel.
I'm not a developer of Grokion but Check this out Early pictures { New Art Direction Release Screnshots
It's so interesting to see these games early on, especially the ones I have and am used to seeing polished version! I never really thought it went through SO much change really! Silly ignorance
Haha I'm surprised about the level of detail in the place holders on some of the early versions! Half our games spend there development as like white boxes moving around the screen, then all the art gets put in over the last week before beta ! Really nice seeing how other developers go about the prototype stage tho, so awesome thread idea!
I found some really old concept art in the HyperBowl archives compare with a recent screenshot of HyperBowl on the iPad
Helsing's Fire Helsing's Fire This one's not out yet (soon), but here's a shocking before/after comparison. Before Originally an action-oriented game called "Castle In Shadow" with minimalistic graphics: After Later transmogrified into a puzzle game, with a different theme, and less embarrassing visuals: The core gameplay mechanic of manipulating light and shadow was nailed right from the beginning, but it wasn't until I switched it to a puzzle game that it got fun. You can see the map and level layout is basically the same before and after.
Oh wow, I'd love to see more about Castle In Shadow ... I'm a gigantic fan of shadow/lighting based games edit: if you ever want another developer to help with some betatesting I'd be down btw!
It's thrilling sometimes to see such a difference I have some old screenshots too. This is one of the first concepts of Quadratus: Here first working version - I thought it was ready to go And this is how it looks now (one of the themes): It's a great thread Regards, Marek
Hi Guys, I though it would be nice to show of my new creation in here Push Panic (early version), did the GFX myself in the first screenshot. After that RZDesign came in and did a redesign, which is near complete now The game is still under development, hoping for a release late Juli / Begin of August.