shows you how to do it. Go through the steps slowly and carefully one at a time and you’ll get there. Once I had it going my iPhone and Mac were talking just fine.
Got back into making stuff for the iPhone. The Macbook’s hard drive packed it in on me so I’ve had to start all over again, but this is what I’ve learned so far…
iPhone is not being seen by either iTunes or Xcode
Error E8000001
Just try and reset your iPhone, that’s what worked for me. Resetting your computer will help too.
I changed the colour scheme so I’m not getting blinded by the whiteness. Amazing how colouring it dark makes it look more expensive. I’ve shuffled all the tools into the same area so they’re all in close proximity to each other. It also gives me more screen real-estate for the timeline below. You’ll notice I’ve swapped some standard tools with Fazek’s tools.
It’s been a billion years since I last posted. How normal. I got several things I’m meandering along with. I drew this fullah here in under 15 minutes. It’s easy to draw it when you have no time constrainsts or sleep deprivation. In the 48 hour development time it’s a different story. I’ve gone for this lithographic look becasue it’s really fast to do and is a natural building process in Anime Studio Pro.
I also need to find other artists that are fluent in Anime Studio to build things for background purposes and the like. The objective being speed drawing and more importantly speed rendering. I did bitmap rendering in the 2007 competition and it took hours… hours we didn’t really have.
My job has taught me how to use Final Cut Pro. Done right, it’s the fastest way to do compositing work for an animated short. Last year we used After Effects to composite every single shot. While this was an effective workflow that made every shot look stunning, it was also clumsy to organise; especially down the end of the 48 hour period when you’re feeling fucked.
THIS YEAR WE WILL USE A SERVER TO TRANSFER FILES.
What I want to do is do some screen capturing of me drawing these pieces in realtime and posting them up on YouTube. Might be cool to do. I always underestimate how easy it is to very quickly draw and rig things in Anime Studio Pro. It might also give me some ideas about drawing even faster still.
ITMA
There’s a game I’m making called Itma, which is basically somewhere between Super Mario and Pacman.I spent a couple of months on and off building it and it’s not too bad. I developed it in Blitzbasic 3d and it works fine. The hassle with it is its spaghetti code. Really all I was interested in is getting the damn thing to run. Mind you I read some good advice on that, this guy has all sorts of good advice on indie programming. He’s a good read. Also I linked to this in my last post. Pretty good advice too; especially for qualms about spaghetti programming.
Still that doesn’t mean I learned anything so I want to have another crack at it using GLBasic so I can polish up the geometry on the game characters, to code some better code, and to make it cross platform as GLBasic let’s you do things like that.
I found this link while mousing through the Blitzbasic forums. It debates the idea about writing a game engine or simply a game, and why one is more important than the other.