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Messages - travis dunn
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1
Unpaid Work / Re: trailofsecrets.com needs partner for finished puzzle RPG
« on: December 31, 2012, 07:31:44 am »
Cage, I never received the email unfortunately. I've had forwarding problems with my registrar - namecheap - in the past, so I guess it's time to reopen a support ticket.

If you don't mind, can I ask you to resend the mail to dunn.travis@gmail.com? I'm sorry for the bother, and thanks for saying something!

.travis.

2
Unpaid Work / Re: trailofsecrets.com needs partner for finished puzzle RPG
« on: December 30, 2012, 04:34:24 pm »
Quick update: I've added SSL support, and taken the Facebook app out of sandbox mode so you can now play on canvas.

https://apps.facebook.com/trailofsecrets

Should also work on Facebook mobile.

3
Unpaid Work / trailofsecrets.com needs partner for finished puzzle RPG
« on: December 23, 2012, 02:42:18 pm »
Hello,

Trail of Secrets is a F2P web game that's effectively ready to launch once it has a visual identity and full complement of assets and animations. The core game has been prototyped, tested, and integrated with Facebook, with future developments focused on balance, analytics, and expanding platform support (GREE, Mobage, etc). I'm looking for a partner or two in something like a 80/20 division of labor for a 50/50 profit split around (mostly) consumable virtual goods via Facebook payments (30% cut). You'd be responsible for art direction, assets, visual identity, and (if so inclined) ongoing game design and balance work.

The game design is best described as a roguelike (endless, persistent, stat- and equipment-based) spirit in the body of a match-3 (turn-based, simple graphics, puzzle mechanics) given theme from Lovecraftian mystery and cosmic horror. The idea is to strike a balance between the niche-but-passionate Cthulhu fandom (early adaptors from various communities and plenty of partnership potential) and the mass accessibility of puzzle gaming (grow the userbase on the strength of the core gameplay).

Inspiration comes from games like Dungeon Raid, Elder Sign, and Puzzle Quest. Check out these screenshots for the gist of it:






Play the prototype yourself on the website (no registration required):

https://www.trailofsecrets.com/

Get an idea of the current workload from the art asset task over at the public issue tracker:

https://bitbucket.org/travis_dunn/trail-of-secrets/issue/13/art-assets

Message me if you're interested and have questions or want to talk about details (DM, twitter, email, etc):

http://travisdunn.deviantart.com/
https://twitter.com/daseinfiasco (@daseinfiasco)
dunn.travis@gmail.com

Wondering about the tech stack?

+ web-based, responsive "HTML5" design (and for better or worse, HTML5 audio), jQuery core +  bootstrap.js
+ DOM-based, not canvas, and CSS animations preferred over artwork for performance/workload
+ 100% javascript front- and backend code
+ node.js with web sockets (flashsocket/polling fallbacks)
+ optimized for 3G networks
+ hosted on Amazon EC2 ubuntu servers (forgive www.trailofsecrets.com for now, it's just on a micro for demo purposes)
+ devops with Capistrano and lots of bash scripts
+ MongoDB databases (game, logs, payments, etc.) courtesy of the fine folks at MongoLab

Note: cross-posted in other corners of the internet, but I'll keep this thread updated with relevant news for the community solipsists.

P.S. thanks to Lorc for the remarkably servicable placeholder art.

4
General Discussion / Re: iPhone Art Specs
« on: August 01, 2009, 08:26:36 am »
It's probably also pertinent to mention that the screen is 163 ppi (or dpi) as opposed to 72dpi for most monitors. This means your individual pixels are smaller on the iPhone screen than on your monitor. Important to think about particularly for legibility of small text.

Thanks for the refinement, monteboyd. I updated with the DPI spec.

5
General Discussion / iPhone Art Specs
« on: July 28, 2009, 10:48:10 pm »
Hello,

I'm going to commission some game art for iPhone soon, and in the course of preparing guidelines for the artist I gathered a list of resources that touch on some of the platform's specific constraints. Having the list at hand I went ahead and posted it on my blog: http://www.travisdunn.com/iphone-guidelines-and-resources-for-artists. The idea was to compile a practical guide to everything an artist would need to know in order to deliver assets for the iPhone. Maybe some of you will find it useful. I hope I didn't miss anything!

Anyway, here's a copy of the post if you don't want to follow the link, though I'm definitely not reformatting it for posting here.

---------------------------------------------------------------------------------------------------------------

The Basics

Screen Resolution: 320×480 (or 480×320 landscape mode)
Colors: 262,144
Contrast: use higher contrast than normal for art on the iPhone screen
Preferred Graphics Format: .PNG

Fairlady Media has a great instructional post covering a variety of topics about creating iPhone graphics: http://fairladymedia.com/node/10
Application Logo and Icon

In order to distribute an application in the App Store, Apple requires two main  graphics:

(1) A large 512×512 logo, and;

(2) a smaller 57×57 version of the same.

The small logo must resemble the large logo, although there can be minor differences in perspective and detail, or the application may be rejected for inconsistent logo design. The 512×512 logo is what people see when they are browsing iTunes, while the 57×57 logo will be the application’s icon on the iPhone itself.

The App Store and the iPhone will apply additional effects to the app logos by rounding the corners and applying a light gloss. One of the tasks when designing a logo is to ensure that it will look good with the iPhone effects applied.

Jeff Lange has published a photoshop action that does exactly that: http://www.collegekidapp.com/2009/06/iphone-icon-photoshop-action.html

Robert Banagale also published a similar macro here: http://banagale.com/iphone-developer-resource-preview-application-icon-3d-effect.htm
The Tabbar

The tabbar is a native UI element displayed at the bottom of the screen. Each tab button may contain text and an icon. The following guidelines apply for tabbar icons:

    * Use the PNG format.
    * Sized 30×30 (roughly – you have a little leeway, ~25-35)
    * Use pure white with appropriate alpha
    * Do not include a drop shadow.
    * Use anti-aliasing.

There’s a painstakingly informative tutorial at Osmorphis (http://www.travisdunn.com/(http://osmorphis.blogspot.com/2009/02/tab-bar-icons-part-1_4115.html) about the process of creating tabbar icons (summary here: http://tuts.suspendedstudios.com/2009/04/making-tab-bar-icons-for-iphone.html), but the thing that deserves special attention is that the icons must be drawn in B&W alpha, and in negative. The Osmorphis tutorial covers the steps on how do this pretty efficiently in Photoshop.
Layout, Templates, Mockups

The following PSDs contain templates and native iPhone UI elements that you can use as building blocks for your mock ups.

iPhone GUI PSD
http://www.teehanlax.com/blog/?p=1628

iPhone Kit
http://andrewbadger.deviantart.com/art/iPhone-Kit-108089727

Resizable iPhone Shell PSD
http://twotoasters.com/index.php/2009/06/02/resizable-iphone-psd/
Fonts

These are the standard iPhone system fonts available. It’s much harder than it should be to use a custom font on the iPhone.

American Typewriter, AppleGothic, Arial, Arial Rounded MT Bold, Arial Unicode MS, Courier, Courier New, DB LCD Temp, Georgia, Helvetica, Helvetica Neue, Hiragino Kaku Gothic ProN W3, Hiragino Kaku Gothic ProN W6, Marker Felt, STHeiti J, STHeiti K, STHeiti SC, STHeiti TC, Times New Roman, Trebuchet MS, Verdana, or Zapfino.

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