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barkbark00

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Posts posted by barkbark00

  1. Unless you want to utilize iPhone framework stuff (UI libraries and such) you could code in straight C or C++, but you need a mac to debug or otherwise compile for on an iPhone. My costs included hardware ($999 MacBook) and developer licensing ($100 for Apple, $100 for GameSalad "indie/express").

  2. For my released app, I kinda cheated and used a program call GameSalad (Mac-only). It is more of a game creator than an IDE in that it doesn't require you to "code", but does use some scripting/expressions.

    Apple ships its own IDE called xCode, which I have been slowly learning by reading a few different books. As far as online tutorials, I haven't done a whole lot of searching, so I'm guessing that Google could give you more than I could, which is nothing... ;-)

    Also, there IS money in this! My start-up cost were about $1200, and I'm probably gonna clear that in my app's first week...

  3. Hey Everyone!

    I've been gone for what seems like ages. Along the way I started dabbling with making iPhone apps, an act which requires the use of a Mac. While there are decent graphics programs available for that platform, it seems I always come back to Paint.NET for any work I do. I recently released my first app to the wild and ALL of the icon and UI graphics were created using Paint.NET (via Parallels running Win7). Check it out when you get a chance!

    mzl.aenxekoy.320x480-75.jpg

    View in iTunes

    *I know the app is kinda simple and some are saying it is a rip-off, but this post is focusing on the art. ;-)

  4. I think Curves+ is the easiest way to get natural results. I only had to use the paint brush to get rid of the little dark piece on the middle left border...

    e6y3cw.png

    After------:-----Before

    DISCLAIMER: You may have to make a selection that avoids any light/white areas (e.g., eyes, teeth, highlights, porcelain toilets...etc.) in the object as they would be made brighter by this process.

  5. Great idea with the stand-alone organizer!

    However, I have a few UX bones to pick with you. ;-)

    I thought it was a little odd that the it didn't adhere to the standard item/list selection modifier keys, Ctrl and Shift. That makes it very difficult if the user wants to move all or most of the modes to the "Show" side.

    The other thing is, why does everything start on the "Hidden" side? I imagine most users would fall into one of the following three categories:

    - Wants all of the modes, but wants to reorganize them.

    - Wants most of the modes, and doesn't care about reorganizing them.

    - Wants most of the modes, and wants to reorganize them.

    I almost added a fourth, but then I realized that users who want all of the modes and don't need to reorganize them wouldn't be using the app... :roll:

  6. Suggestions for v2.+:

    1. Add native PdN blend modes to list. That would make it easier to compare the extended set to those that already exist.

    3. Allow for customization of the blend mode display order in the drop-down list.

    Otherwise, you have very helpful and comprehensive plugin. Keep up the good work!

  7. Yeah, and so would this CodeLab script:

    void Render(Surface dst, Surface src, Rectangle rect)
    {
       ColorBgra CurrentPixel;
       for (int y = rect.Top; y < rect.Bottom; y++)
       {
           for (int x = rect.Left; x < rect.Right; x++)
           {
               CurrentPixel = src[x,y];
               byte tempR = CurrentPixel.R;
               CurrentPixel.R = CurrentPixel.B;
               CurrentPixel.B = tempR;
               dst[x,y] = CurrentPixel;
           }
       }
    }

    Hey, that's kinda like a bubble sort!
  8. The source code for the 3 different scaling (2x, 3x, 4x) options is available at:

    http://web.archive.org/web/200707170650 ... end3d.com/

    Also, it was released under GNU, so hacking the C++ code to work in .NET is possible...I make no claims that it is easy, as that usually ticks *real developers* off... ;-)

    I think it is worth pointing out that these algorithms are meant to be used with pixel art, or images that are highly aliased. They are not meant to be used on photos, and will likely have no positive effect.

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