I know I already posted it, but...
[quote][img]http://img854.imageshack.us/img854/7843/tearandburnicon.png[/img][img]http://img853.imageshack.us/img853/5199/freeb.png[/img][/quote]
It's the best I could do. If you don't like it, maybe go ask go ask the photoshop section to do one for you?
(this is AMC's cue to make a nicer one)
People don't like seeing 'free', as it makes them feel like cheapskates. Maybe try words like 'lite' or 'small', but not 'free' and determinately not 'trial' or 'demo'.
[QUOTE=Jookia;33533196]People don't like seeing 'free', as it makes them feel like cheapskates. Maybe try words like 'lite' or 'small', but not 'free' and determinately not 'trial' or 'demo'.[/QUOTE]
[quote][img]http://img855.imageshack.us/img855/8501/litee.png[/img][/quote]
[QUOTE=Jookia;33533270]That's also red, implying bad. Maybe a white?
Or what you can do, that's even more tricky, is to have a normal version that just happens to be free, and have a 'pro' version that costs money.[/QUOTE]
[quote][img]http://img525.imageshack.us/img525/6035/proyd.png[/img][/quote]
That's also red, implying bad. Maybe a white?
Or what you can do, that's even more tricky, is to have a normal version that just happens to be free, and have a 'pro' version that costs money.
[QUOTE=chimitos;33533011]I know I already posted it, but...
It's the best I could do. If you don't like it, maybe go ask go ask the photoshop section to do one for you?
(this is AMC's cue to make a nicer one)[/QUOTE]
1) Remove the curved gradient. iPhone apps apply that to the image on-the-fly. If you want a flatter icon or your own gradient, you can specify to not render that gradient and instead place a gradient in the image. I think the Apple one looks nice though.
2) Don't curve the corners. Apple also does this when the image is displayed.
3) Why blue? You could achieve a dual tearing/burning effect with an orange or red. Like so:
[quote][img]http://i.imgur.com/49c3N.png[/img]
[img]http://i.imgur.com/Apibc.png[/img][/quote]
4) Yeah, no "free", "lite", or "pro" text. It's annoying and [B][U]NOBODY LIKES IT[/U][/B].
5) Nobody using Android wants to see an iphone-esque icon.
[QUOTE=i300;33533468]1) Remove the curved gradient. iPhone apps apply that to the image on-the-fly. If you want a flatter icon or your own gradient, you can specify to not render that gradient and instead place a gradient in the image. I think the Apple one looks nice though.
2) Don't curve the corners. Apple also does this when the image is displayed.
3) Why blue? You could achieve a dual tearing/burning effect with an orange or red. Like so:
4) Yeah, no "free", "lite", or "pro" text. It's annoying and [B][U]NOBODY LIKES IT[/U][/B].
5) Nobody using Android wants to see an iphone-esque icon.[/QUOTE]
I like it, but how about making the icon itself look "teared" instead of a full rounded rectangle?
[QUOTE=i300;33533468]1) Remove the curved gradient. iPhone apps apply that to the image on-the-fly. If you want a flatter icon or your own gradient, you can specify to not render that gradient and instead place a gradient in the image. I think the Apple one looks nice though.
2) Don't curve the corners. Apple also does this when the image is displayed.
3) Why blue? You could achieve a dual tearing/burning effect with an orange or red. Like so:
4) Yeah, no "free", "lite", or "pro" text. It's annoying and [B][U]NOBODY LIKES IT[/U][/B].
5) Nobody using Android wants to see an iphone-esque icon.[/QUOTE]
1 and 2) didn't know that.
3) I didn't think of that
4) I like that. I think it makes it easy to quickly grab the right one. but whatever. You seem to understand this whole system a lot more than I do.
5) I never really care. (see 4)
I'll just upload the .psd tomorrow after I'm on my other computer.
[QUOTE=ief014;33533496]I like it, but how about making the icon itself look "teared" instead of a full rounded rectangle?[/QUOTE]
Maybe on Android. But that would look generally bad on iphone. All app icons [B]have[/B] to have rounded corners on iPhone.
[editline]dsdf[/editline]
[QUOTE=chimitos;33533552]1 and 2) didn't know that.
3) I didn't think of that
4) I like that. I think it makes it easy to quickly grab the right one. but whatever. You seem to understand this whole system a lot more than I do.
5) I never really care. (see 4)
I'll just upload the .psd tomorrow after I'm on my other computer.[/QUOTE]
I'll mess around with it and make it work on iPhone. Thanks!
Someone else is going to have to make it work for android. I've never made Icons for Android, and I don't know the correct sizes, design trends, etc.
[QUOTE=tobias104;33532859]a:link a:visited a:active{color:blue;text-decoration:none}
I don't think that will match many things. Are there supposed to be commas? It starts towards the end of the next to last line.[/QUOTE]
Yeah :v: I relearned that after about 5 minutes of what the helling at a webpage
The logo should be of that shape, but with top of the North Korean flag as the untorn part
I'm sure Kim Jong Il won't mind
Maybe you could put an ad banner across the top of the free one to subtl-GET FREE $$$ ON YOUR MOBILE - WANGA.COM
[QUOTE=chimitos;33533011]I know I already posted it, but...
It's the best I could do. If you don't like it, maybe go ask go ask the photoshop section to do one for you?
(this is AMC's cue to make a nicer one)[/QUOTE]
If Frankenstein's monster was blue, and had grey hair, that's what the back of his head would look like.
My advice would be to drop the whole fire idea altogether. Fire is inherently detailed, and is not the sort of thing you want to try to depict on a small icon without making it cluttered. I'd go for something clean and abstract. Don't try to convey all of the functionality directly in an icon. Look at the google crome thing. It's a fuckkin' beachball. What does that have to do with web browsing? Absolutely nothing. Or the Desura logo. I'm not even really sure what that's supposed to be, but I can identify it easily.
[QUOTE=amcfaggot;33526134]Are you implying that it was put in to stop that extension from working? I could understand that then.
It's just that's it's weird that it's in the ratings div. I suppose it's not weird if your guess is right, and they're matching the ratings div to make the extension work some how.
[IMG]http://i.imgur.com/zsj6e.png[/IMG][/QUOTE]
It works because:
[code]
if(isSettingOn("ratePost"))
{
var ratings = post.find(".postrating a");
if(ratings.size() < 2)
return;
var attrs = [b]ratings.last()[/b][0].attributes;
for(var i = 0; i < attrs.length; i++)
{
if(attrs[i].name != "onclick")
continue;
new Function("RatePost", attrs[i].value)(window.RatePost);
}
}
[/code]
Rewrote my assembler (which currently assembles into pseudo-assembly) to support conditional statements, functions (that is user-defined functions) and loops.
[IMG_thumb]http://i.imgur.com/JccTJ.png[/IMG_thumb]
As you probably can see, the assembly code isn't very optimized, though.
The code in the picture:
[code]//------------------------------
// Λ (lambda) by Matte
//------------------------------
function void main(int x)
{
print("Hello, World!");
if(x > 10)
{
return x - 10;
}
else
{
return x + 10;
}
}[/code]
I'm also considering writing a VM for my pseudo-assembly code. Then I would actually get some executable results. Shouldn't take too long to write considering that the rules of the produced assembly are very strict.
[QUOTE=Matte;33534514]Rewrote my assembler (which currently assembles into pseudo-assembly) to support conditional statements, functions (that is user-defined functions) and loops.
[IMG_thumb]http://i.imgur.com/JccTJ.png[/IMG_thumb]
As you probably can see, the assembly code isn't very optimized, though.
The code in the picture:
[code]//------------------------------
// Λ (lambda) by Matte
//------------------------------
function void main(int x)
{
print("Hello, World!");
if(x > 10)
{
return x - 10;
}
else
{
return x + 10;
}
}[/code]
I'm also considering writing a VM for my pseudo-assembly code. Then I would actually get some executable results. Shouldn't take too long to write considering that the rules of the produced assembly are very strict.[/QUOTE]
You find it easier to target a stack based VM instead, rather than having to worry about all the bullshit that comes with a register vm
According to BlkDucky I have the only content scraper on the face of the earth[sup][url=http://puu.sh/9LjM][1][/url][/sup], so here's a dump of the November edition of WAYWO:
[url]http://hosting.overvprojects.nl/waywo_november.txt[/url]
Additionally the wise lesson of today:
[quote]There are three kinds of lies: Lies, damned lies, and benchmarks.[/quote]
Cheers!
[QUOTE=Overv;33534990]According to BlkDucky I have the only content scraper on the face of the earth[sup][url=http://puu.sh/9LjM][1][/url][/sup], so here's a dump of the November edition of WAYWO:
[url]http://hosting.overvprojects.nl/waywo_november.txt[/url]
Additionally the wise lesson of today:
Cheers![/QUOTE]
Eeeehhhh, around 33084864 could you spread those dumbs out in to agree and funny?
[QUOTE=Overv;33534990]Additionally the wise lesson of today:
[quote]There are three kinds of lies: Lies, damned lies, [b]and benchmarks.[/b][/quote]
Cheers![/QUOTE]
it's true!
in some benchmarks, kari is faster than v8 :zoid:
I don't know why you guys don't collect highlights as they're posted if they're so important.
I've been trying to cast soft shadows using the fixed function pipeline.
Because I use no shaders I have to render the Penumbra regions as a texture.
The Penumbra Texture im using looks like this:
[IMG]http://archive.gamedev.net/images.gamedev.net/features/programming/2dsoftshadow/06PenumbraTexture.png[/IMG]
Here's what i get when I render shadow fins:
[IMG]http://i.imgur.com/Sewew.png[/IMG]
Anyone know how i can remove the white regions of the texture Correctly?
Or am i going about this the wrong way?
[IMG]http://i.imgur.com/4fCsQ.png[/IMG]
I tried GL_ALPHA_TEST
But that interfiers with the gradients in the texture(atleast it looks like it is to me)
[QUOTE=synthiac;33535211]that feel when php's json_decode can't handle that[/QUOTE]
I think it's because the file is not encoded in UTF-8. At least that's why Python's JSON interpreter couldn't handle it at first:
[code]q3k@tennant ~ $ python2
Python 2.7.2 (default, Jun 29 2011, 11:10:00)
[GCC 4.6.1] on linux2
Type "help", "copyright", "credits" or "license" for more information.
>>> import urllib
>>> import json
>>> d = urllib.urlopen("http://hosting.overvprojects.nl/waywo_november.txt").read()
>>> posts = json.loads(d)
Traceback (most recent call last):
File "<stdin>", line 1, in <module>
File "/usr/lib/python2.7/json/__init__.py", line 326, in loads
return _default_decoder.decode(s)
File "/usr/lib/python2.7/json/decoder.py", line 366, in decode
obj, end = self.raw_decode(s, idx=_w(s, 0).end())
File "/usr/lib/python2.7/json/decoder.py", line 382, in raw_decode
obj, end = self.scan_once(s, idx)
UnicodeDecodeError: 'utf8' codec can't decode byte 0xd6 in position 28: invalid continuation byte
>>> d.find("\xd6")
53921
>>> o = d.find("\xd6")
>>> d[o-20:o+20]
"ed my Fireworks in L\xd6VE.\\nI've been work"
>>> posts = json.loads(d, encoding="iso-8859-1")
>>> len(posts)
3620
>>> for post in posts:
... if post["author"]["username"] == "q3k":
... print post["ratings"]
...
{u'informative': 1}
{u'funny': 15, u'zing': 1, u'winner': 4}
{u'funny': 2, u'dumb': 1, u'agree': 3}
{u'funny': 1, u'agree': 2}
{u'useful': 3}
{u'agree': 8}
{}
{u'agree': 1}
{u'agree': 4}
{u'funny': 11}
{u'dumb': 1, u'agree': 2}
{u'winner': 3, u'agree': 2}
{u'funny': 26, u'friendly': 1, u'optimistic': 1}
{u'programming king': 1, u'winner': 5, u'useful': 1, u'friendly': 1}
{u'agree': 1}[/code]
thanks for the tips guys
how's this
[img]http://i.imgur.com/qBt02.png[/img]
and for comparison
[QUOTE=icantread49;33530327][img]http://i.imgur.com/sBYc0.png[/img]
[img]http://i.imgur.com/ftSjW.png[/img][/QUOTE]
[editline]2nd December 2011[/editline]
[QUOTE=TheCoast47;33535509]I've been trying to cast soft shadows using the fixed function pipeline.
Because I use no shaders I have to render the Penumbra regions as a texture.[/QUOTE]
use glEnable(GL_BLEND) and glBlendFunc(GL_DST_COLOR, GL_ZERO) which is multiplicative blending
[QUOTE=icantread49;33535828]thanks for the tips guys
how's this
[img]http://i.imgur.com/qBt02.png[/img]
and for comparison
[editline]2nd December 2011[/editline]
use glEnable(GL_BLEND) and glBlendFunc(GL_DST_COLOR, GL_ZERO) which is multiplicative blending[/QUOTE]
Why do you insist on the "free" text?
[QUOTE=icantread49;33535828]thanks for the tips guys
how's this
[img]http://i.imgur.com/qBt02.png[/img]
and for comparison
[editline]2nd December 2011[/editline]
use glEnable(GL_BLEND) and glBlendFunc(GL_DST_COLOR, GL_ZERO) which is multiplicative blending[/QUOTE]
Looks too much like iOS, would not buy/install.
[QUOTE=Dj-J3;33535903]Why do you insist on the "free" text?[/QUOTE]
this.
it's not even readable.
It's amazing how much the icon influences the decision to buy an app.
[QUOTE=Dj-J3;33535903]Why do you insist on the "free" text?[/QUOTE]
what should i put instead? there needs to be a way to distinguish the free version from the paid version, doesn't there?
[QUOTE=Fatal-Error;33535928]Looks too much like iOS, would not buy/install.[/QUOTE]
how odd, it almost looks as if i ... as if i took a screenshot of my ipod touch
[QUOTE=BlkDucky;33535937]this.
it's not even readable.[/QUOTE]
okay i agree
[QUOTE=DrLuke;33535944]It's amazing how much the icon influences the decision to buy an app.[/QUOTE]
i can't tell if that's "the icon is improving" or "the icon still sucks"
Deja vu
[QUOTE=TheCoast47;33535509]Anyone know how i can remove the white regions of the texture Correctly?
Or am i going about this the wrong way?[/QUOTE]
Alpha testing isn't what you want I guess.. Looks like you use additive blending (fragment + texture), try modulating (fragment * texture) instead
something like glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
[QUOTE=icantread49;33535961]i can't tell if that's "the icon is improving" or "the icon still sucks"[/QUOTE]
That's
[media]http://www.youtube.com/watch?v=ussCHoQttyQ[/media]
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