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Card Kingdom | Game Development Blog

Character Pipeline 6: Visual Coherence. May 9, 2012. This week I’d like to talk about how to design iconic characters using the concept of coherence. A coherent design is one in which all components work together to convey a single idea. Here are a few extremely coherent designs:. The aspects that make these designs coherent can be summed up in the following categories using these rules I made up:. That’s about the end of my rant on coherence. Hope you learned something! May 8, 2012. ZeroPoint: Rendering...

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Card Kingdom | Game Development Blog | cardkingdomgame.com Reviews
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Character Pipeline 6: Visual Coherence. May 9, 2012. This week I’d like to talk about how to design iconic characters using the concept of coherence. A coherent design is one in which all components work together to convey a single idea. Here are a few extremely coherent designs:. The aspects that make these designs coherent can be summed up in the following categories using these rules I made up:. That’s about the end of my rant on coherence. Hope you learned something! May 8, 2012. ZeroPoint: Rendering...
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Card Kingdom | Game Development Blog | cardkingdomgame.com Reviews

https://cardkingdomgame.com

Character Pipeline 6: Visual Coherence. May 9, 2012. This week I’d like to talk about how to design iconic characters using the concept of coherence. A coherent design is one in which all components work together to convey a single idea. Here are a few extremely coherent designs:. The aspects that make these designs coherent can be summed up in the following categories using these rules I made up:. That’s about the end of my rant on coherence. Hope you learned something! May 8, 2012. ZeroPoint: Rendering...

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» Tool Time – Interactive Wave Editor and Lessons Learned zero0.org

http://www.zero0.org/tool-time-interactive-wave-editor-and-lessons-learned

Tool Time – Interactive Wave Editor and Lessons Learned. April 24, 2012 – 9:30 am. Posted in Card Kingdom. I posted the following on the Card Kingdom. Of the wave, not really knowing exactly if the wave would work or the placement of objects were correct. This took time and a lot of guessing on the part of the designers, and was just an unpleasant experience all around. The need for a tool to aid in the process of creating, tuning, and visually seeing what is happening in a wave was needed. Enter the.

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» HTML zero0.org

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Controlling HTML Without A Keyboard or Mouse. May 3, 2012 – 11:57 am. Posted in Card Kingdom. I posted the following on the Card Kingdom. Since the beginning of the Card Kingdom, we’ve been using XBox controllers as the main sources of input for the game. The controllers afford us preexisting control schemes. Analog movement, and support for multiple players at once. What it does not support is a way to interact with HTML. Read More ». Tool Time – Interactive Wave Editor and Lessons Learned. Game Develop...

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» Controlling HTML Without A Keyboard or Mouse zero0.org

http://www.zero0.org/controlling-html-without-a-keyboard-or-mouse

Controlling HTML Without A Keyboard or Mouse. May 3, 2012 – 11:57 am. Posted in Card Kingdom. I posted the following on the Card Kingdom. Since the beginning of the Card Kingdom, we’ve been using XBox controllers as the main sources of input for the game. The controllers afford us preexisting control schemes. Analog movement, and support for multiple players at once. What it does not support is a way to interact with HTML. The system is structured as the following:. A UI Element is a general container fo...

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» Card Kingdom zero0.org

http://www.zero0.org/card-kingdom

November 24, 2011 – 1:29 pm. Is a 3D arena-style brawler where the player controls an anthropomorphized playing card that defeats overwhelming numbers of zombified cards raised by the evil Joker to conquer Card Kingdom. For this project, a development blog. Was kept over the entire development process. A listing of my posts can be found here. Laquo; Prefabs and the Future. Proudly powered by WordPress. Theme: ChaosTheory by Automattic.

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» Tool Time – GDC and New Editor Features zero0.org

http://www.zero0.org/tool-time-gdc-and-new-editor-features

Tool Time – GDC and New Editor Features. March 23, 2012 – 3:36 pm. Posted in Card Kingdom. I posted the following on the Card Kingdom. The Card Kingdom team was lucky enough to attend GDC. Were “when is this going to be released? 8221; and “what platform is it going to be released on? 8221; We answered that we’re going to try and submit it to some competitions and see how far it gets. Beyond that, we have to decide what the next step for Card Kingdom will be after we finish our capstone. Load prefabs (pr...

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» PBuffer and Post-Processes zero0.org

http://www.zero0.org/pbuffer-and-post-processes

May 8, 2012 – 1:09 pm. Posted in Card Kingdom. I posted the following on the Card Kingdom. For Card Kingdom, the following PBuffer serialization is used:. ZeroPoint: Rendering: PBuffer Effects Effect ZeroPoint: Rendering: PBufferEffect index="0" render-half-quarter="false" shader="pbufferLightingEffect" / /Effect Effect ZeroPoint: Rendering: PBufferEffect index="10" render-half-quarter="false" shader="pbufferEdgeEffect" / /Effect Effect ZeroPoint: Rendering: PBufferEffect index="20" render-half-quarter="...

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» Card Kingdom zero0.org

http://www.zero0.org/category/card-kingdom

Category Archives: Card Kingdom. Laquo; Older posts. May 8, 2012 – 1:09 pm. Posted in Card Kingdom. I posted the following on the Card Kingdom. Read More ». Controlling HTML Without A Keyboard or Mouse. May 3, 2012 – 11:57 am. Posted in Card Kingdom. I posted the following on the Card Kingdom. Since the beginning of the Card Kingdom, we’ve been using XBox controllers as the main sources of input for the game. The controllers afford us preexisting control schemes. Read More ». Posted in Card Kingdom.

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» JavaScript zero0.org

http://www.zero0.org/tag/javascript

Controlling HTML Without A Keyboard or Mouse. May 3, 2012 – 11:57 am. Posted in Card Kingdom. I posted the following on the Card Kingdom. Since the beginning of the Card Kingdom, we’ve been using XBox controllers as the main sources of input for the game. The controllers afford us preexisting control schemes. Analog movement, and support for multiple players at once. What it does not support is a way to interact with HTML. Read More ». Tool Time – Interactive Wave Editor and Lessons Learned. Game Develop...

zero0.org zero0.org

» Awesomium zero0.org

http://www.zero0.org/tag/awesomium

Controlling HTML Without A Keyboard or Mouse. May 3, 2012 – 11:57 am. Posted in Card Kingdom. I posted the following on the Card Kingdom. Since the beginning of the Card Kingdom, we’ve been using XBox controllers as the main sources of input for the game. The controllers afford us preexisting control schemes. Analog movement, and support for multiple players at once. What it does not support is a way to interact with HTML. Read More ». February 21, 2012 – 8:35 pm. Read More ». Proudly powered by WordPress.

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» Justin’s Winter Post-Mortem zero0.org

http://www.zero0.org/justins-winter-post-mortem

Justin’s Winter Post-Mortem. March 13, 2012 – 11:30 am. Posted in Card Kingdom. I posted the following on the Card Kingdom. Again, the team just works really well together. We all play off each other’s strengths and fill in each other’s weaknesses. We just have a great time making games and I believe it shows in this version of Card Kingdom. We had a hard deadline to be done by, which is good, but we did not schedule our time leading up to the end effectively. A schedule of tasks was mode, but it was...

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Card Kingdom | Game Development Blog

Character Pipeline 6: Visual Coherence. May 9, 2012. This week I’d like to talk about how to design iconic characters using the concept of coherence. A coherent design is one in which all components work together to convey a single idea. Here are a few extremely coherent designs:. The aspects that make these designs coherent can be summed up in the following categories using these rules I made up:. That’s about the end of my rant on coherence. Hope you learned something! May 8, 2012. ZeroPoint: Rendering...

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