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Henry Lisowski : Game Design

Henry Lisowski : Game Design. Wednesday, October 15, 2014. Seen In The Demo. Ability to switch between 8 different skins. Skinned animations when visual state (hovering, pressed) changes (size, position and color). Skinned animations on any event fires (OnClick, etc). Various different widget types. Adaptability to different screen sizes. Finished but not Visually Evident in the Demo. This is an extension to the normal XNA Spritebatch, that allows you to push transformation. Allows the skinner to define ...

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Henry Lisowski

302 Wy●●●●●●errace

Pr●●vo , Utah, 84604

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Henry Lisowski

302 Wy●●●●●●errace

Pr●●vo , Utah, 84604

United States

801●●●207
he●●●●●●●●●●●●@gmail.com

View this contact

Henry Lisowski

302 Wy●●●●●●errace

Pr●●vo , Utah, 84604

United States

801●●●207
he●●●●●●●●●●●●@gmail.com

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Henry Lisowski : Game Design | henrylisowski.com Reviews
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Henry Lisowski : Game Design. Wednesday, October 15, 2014. Seen In The Demo. Ability to switch between 8 different skins. Skinned animations when visual state (hovering, pressed) changes (size, position and color). Skinned animations on any event fires (OnClick, etc). Various different widget types. Adaptability to different screen sizes. Finished but not Visually Evident in the Demo. This is an extension to the normal XNA Spritebatch, that allows you to push transformation. Allows the skinner to define ...
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1 pages
2 portfolio
3 other projects
4 showcase monogui
5 matrix spritebatching
6 spritesheet animations
7 flowing gradiants
8 it's all possible
9 gradient defined progress bars
10 whatever you want
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pages,portfolio,other projects,showcase monogui,matrix spritebatching,spritesheet animations,flowing gradiants,it's all possible,gradient defined progress bars,whatever you want,features to come,cross platform facade,skin defined sound effects,posted by
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Henry Lisowski : Game Design | henrylisowski.com Reviews

https://henrylisowski.com

Henry Lisowski : Game Design. Wednesday, October 15, 2014. Seen In The Demo. Ability to switch between 8 different skins. Skinned animations when visual state (hovering, pressed) changes (size, position and color). Skinned animations on any event fires (OnClick, etc). Various different widget types. Adaptability to different screen sizes. Finished but not Visually Evident in the Demo. This is an extension to the normal XNA Spritebatch, that allows you to push transformation. Allows the skinner to define ...

INTERNAL PAGES

henrylisowski.com henrylisowski.com
1

Henry Lisowski : Game Design: Stick Man Trampoline : A Juicy Experience

http://www.henrylisowski.com/2013/11/stick-man-trampoline-juicy-experience.html

Henry Lisowski : Game Design. Sunday, November 3, 2013. Stick Man Trampoline : A Juicy Experience. A year ago I watched an incredible talk about making games "Juicy". The entire concept of the talk was how much value you can add to a game by adding simple, often visual additions and details. I've linked it below, since I think it's something everyone should watch. Next, I wanted to do something with the trampoline. Originally, it was a simple black line. Now it jiggles! All in all, I really enjoyed this ...

2

Henry Lisowski : Game Design: June 2013

http://www.henrylisowski.com/2013_06_01_archive.html

Henry Lisowski : Game Design. Sunday, June 30, 2013. Code Snippet : Angle Facings. So, simple enough concept: "I have an entity facing a certain direction. I want to turn him to face a target direction. I want him to turn on the shortest angle possible". Despite this being what I consider a simple and common problem, I struggled greatly to find somewhere that adequately described the solution. So here's how I handled it! Alright, so whenever we modify an angle, we need to feed it through WrapAngle. Facin...

3

Henry Lisowski : Game Design: Showcase : MonoGUI

http://www.henrylisowski.com/2014/10/showcase-monogui.html

Henry Lisowski : Game Design. Wednesday, October 15, 2014. Seen In The Demo. Ability to switch between 8 different skins. Skinned animations when visual state (hovering, pressed) changes (size, position and color). Skinned animations on any event fires (OnClick, etc). Various different widget types. Adaptability to different screen sizes. Finished but not Visually Evident in the Demo. This is an extension to the normal XNA Spritebatch, that allows you to push transformation. Allows the skinner to define ...

4

Henry Lisowski : Game Design: December 2013

http://www.henrylisowski.com/2013_12_01_archive.html

Henry Lisowski : Game Design. Sunday, December 1, 2013. Showcase : Defendable Walls (SC2). If you don't care about the technical work behind the mod, and just want to see it in action, there's a video at the bottom of the post). 1) Not all rotations were supported. Using the walkways on top of the walls were enforced by custom footprints, but rotating the doodads often messed up the footprint, allowing you to walk through the wall. All in all, this has been a long project (easily over 100 hours) but I've...

5

Henry Lisowski : Game Design: November 2013

http://www.henrylisowski.com/2013_11_01_archive.html

Henry Lisowski : Game Design. Sunday, November 3, 2013. Stick Man Trampoline : A Juicy Experience. A year ago I watched an incredible talk about making games "Juicy". The entire concept of the talk was how much value you can add to a game by adding simple, often visual additions and details. I've linked it below, since I think it's something everyone should watch. Next, I wanted to do something with the trampoline. Originally, it was a simple black line. Now it jiggles! All in all, I really enjoyed this ...

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Henry Lisowski : Game Design

Henry Lisowski : Game Design. Wednesday, October 15, 2014. Seen In The Demo. Ability to switch between 8 different skins. Skinned animations when visual state (hovering, pressed) changes (size, position and color). Skinned animations on any event fires (OnClick, etc). Various different widget types. Adaptability to different screen sizes. Finished but not Visually Evident in the Demo. This is an extension to the normal XNA Spritebatch, that allows you to push transformation. Allows the skinner to define ...

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