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Author Topic: GIPE Framework  (Read 13411 times)

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ChronicRat

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Re: GIPE Framework
« Reply #15 on: April 06, 2014, 02:50:13 pm »
Any ideas how to play it without this frequency splash?

ChronicRat

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Re: GIPE Framework
« Reply #16 on: April 06, 2014, 08:03:10 pm »
Added some dust. =)

Nexus

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Re: GIPE Framework
« Reply #17 on: April 06, 2014, 08:10:26 pm »
For such a big lizard, isn't the trace a bit thin? And your buttons remind me of the Windows 3.11 UI, but with fancier colors :P

The dust looks good, you could randomize the pattern. And maybe not emit dust behind the tail when walking, but in the places where he touches the ground (also the legs).
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ChronicRat

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Re: GIPE Framework
« Reply #18 on: April 07, 2014, 08:31:27 am »
For such a big lizard, isn't the trace a bit thin?
It's a game, not simulator. =)
And your buttons remind me of the Windows 3.11 UI
Yes, exactly, i did not notice. =)
The dust looks good, you could randomize the pattern. And maybe not emit dust behind the tail when walking, but in the places where he touches the ground (also the legs).
I'll think about it. That was just first dust.

ChronicRat

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Re: GIPE Framework
« Reply #19 on: November 30, 2014, 12:33:11 pm »
Well, I decide to open sources of the GIPE - https://bitbucket.org/SteelRat/gipe
It is pretty unuseful until I will open GIPE-Editor (I'll do it when editor will be not so buggy). But may be my experiments could help someone. There are VS2013 solutions for Tegra-Android for example.
Almost all GIPE components are in development, some things were written using bad ideas, some things are pretty good.

 

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