Flinto / Sketch: Exporting or sharing animations - user-experience

I'm new to Sketch and Flinto but have come up to speed after prototyping fully functional designs in HTML, CSS and JS.
Q: If you build a prototype with Sketch and Flinto, how can you export or save it so that others without Sketch can view it? Is that even possible?
PS: Additionally, where could I find a good online course (free or paid) about "Sketch 4 from srcatch for beginners"? I have looked and googled, and I purchased the Udemy course (but even though they say it's OK for beginners, they jump right in, making a lot of assumptions about knowing Sketch already.

There are a lot of ways to share your Sketch project, it depends if you want to share your prototype with the client or hand your deliverable to the developer.
I recommend using Invision, it is an online tool, you don't have to download any software, you just share your project with a link. With a free account it allows just one active project at a time, but if you want to upload a new project you can just store the old one. Invision is a great tool for both clients and developers, who can see the interactive prototype with transitions and animations, make comments, and view the code with inspector.
Another great tool for handing the deliverables to developers is Zeplin.
About Flinto, to share your prototypes you can record the preview window and share the mov/gif file, or you can share the flinto file to a phone and open it with the Flinto viewer app.
There are a lot of transitions that can be done with Sketch plus the plugin Craft, maybe you don't even need to use another tool like Flinto.
To learn about Sketch there are a lot of youtube channels I can recommend: Sketch Together, Joseph from LearnSketch.com, Jesse Showalter, CharliMarieTV, The Futur.
Hope this was useful! Keep on learning!

Related

SharpDX multi-threading inside the game toolkit

I'm looking for an example of multi-threading implementation inside the game toolkit? I have the MultiCube example, but that is for WinForms and I use WPF, and I can't use the game toolkit tools from Direc3D11 because I need an instance of the GraphicsDevice. The MultiCube example is not displaying anything but a black screen, I tried it on several computers. My video card doesn't support command lists, don't know if that has anything to do with it. I was wondering how many models can SharpDX handle, because I have to draw hundreds of small
scaffold couplers, and after adding about a 100 on the default GraphicsDevice, the application slows down and gets locked. Any help would be appreciated.
Regards,
Haris
I was looking for the same thing but I couldn't find any examples. I tried converting the MultiCube example to use the toolkit and got it basically working, still very messy at the moment and needs optimizing, but at least it renders.
https://github.com/PlehXP/SharpDX-Samples/tree/MultiCubeToolkit/Toolkit/WindowsDesktop/MultiCube

Site accessibility: what screen readers, etc to test against, and how?

The web site that we're writing needs to be "Accessible". The trouble is, while we understand the general conepts (semantic latout, alt text on images, light on Javascript, etc etc), we don't really have much knowledge of what screen reader products or other accessible browser are actually on the market and/or in general use, nor how to test against them.
So the questions are:
What products do we need to know about?
Would it be sensible (or even useful) to get hold of them to test against?
Are there any QA processes we should be looking at to assist us (we do a lot of automated browser testing [Selenium] to ensure we don't break anything for regular users; can we/should we do the same for screen readers?)
Thanks in advance for any tips.
See this question
As the question implies if you want good screen reading testing you either need to hire someone to do the testing for you that has a lot of screen reader experience or invest the time in having developers and or QA learn a screen reader well. To my knolidge there is nothing like Selenium that can simulate how a screen reader handles a website. FOr general info on accessibility see
http://www.w3.org/WAI/gettingstarted/
This appears to have a lot of good information and covers all kinds of accessibility, not just blindness.
For a list of tools to check html accessibility see
http://www.w3.org/WAI/ER/tools/complete.html
Although these tools will help they are not a substitute for screen reading testing. For a discussion of some of the problems with relying only on automated tools see
http://www.webcredible.co.uk/user-friendly-resources/web-accessibility/automated-tools.shtml
In addition to Jared's answer: For the non screen reader visual accessibility testing, I've found that a simple and easily available test tool is a gray scale printer. This will let you know (roughly) if you have enough contrast for those who have a form of color blindness or other issues with contrast, etc and whether you've snuck any images in that are relying too much on color for information. It's not the be all and end all, but it's an easy first test.
Since you're already using Selenium to test your site, you can easily integrate something like Continuum, which can scan a page for accessibility concerns that would be noticeable by someone using assistive technologies, into your existing test framework. There's API documentation if you'd like to roll your own solution, or free Java and JavaScript sample projects on webaccessibility.com you can use for inspiration.
As others have noted, automated accessibility testing isn't going to catch everything as nothing compares to manual testing done by experts, but it's a good idea to do some kind of automated testing just to cover your bases, and there are a wealth of technologies out there these days that can help you do that very easily.

VB6 Game Development

I am developing a game in VB6 (plz don't ask me why :) ).
The storyboard is ready and a rough implementation is underway.
I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.)
Amongst many others, the following "serious" problems exist:
2D alpha transparency reqd. to implement overlays.
Parallax implementation to give depth-of-field illusion.
Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon).
Async sound play with absolute "near-zero-lag".
Any ideas anyone. Please suggest any well documented library/ocx or sample-code.
Plz do suggest solutions with good performance and as little overhead as possible.
Also, anyone who has developed any games,
and would be open to sharing her/his code would be highly appreciated.
(any well-acknowledged VB games whose source-code i can study??)
UPDATE: Here is a screen shot of GearHead Garage.
This picture ought to describe what i was attempting in words above... :)
(source: softwarepod.com)
EGL25 by Erkan Sanli is a fast open source VB 6 renderer that can render, rotate, animate, etc. complex solid shapes made of thousands of polygons. Just Windows API calls – no DirectX, no OpenGL.
(source: vbmigration.com)
VBMigration.com chose EGL25 as a high-quality open-source VB6 project (to demonstrate their VB6 to VB.Net upgrade tool).
Despite that, and despite my opinion that VB6 is often criticised too harshly, I can't help thinking there must be better options for game development in 2010?
You may want to check out the Game Programming Wiki -- it used to be "Lucky's VB Game Site" (and we're talking a LONG time ago) but all of the content (VB5/6 centric) moved to the Wiki with the addition of other languages.
It appears that much of the legacy VB6 content is still available on the site.
Have a look at DxIce : http://gamedev.digiapp.com/
I think you will find no well-acknowledged written games in VB6 for precisely the reasons you state above.
It was not designed to be a high performance language. For that you NEED to use the graphics libraries (DirectX, OpenGL) you said you didn't want to use unless you want to BitBLT everything yourself using API calls which is probably not going to get what you need.
VB6 is interpreted, outdated, and I'd be surprised if it runs on Windows 7.
I think you need to seriously re-evaluate the methodology here.
For audio playback, I have used http://www.fmod.org/ in the past. This, and other libraries like BASS, are only free for non-commercial use. I also suggest avoiding the built-in multimedia playback object.

Major game components

I am in the process of developping a game, and after two months of work (not full time mind you), I have come to realise that our specs for the game are lacking a lot of details. I am not a professional game developper, this is only a hobby.
What I would like to receive help or advices for is this: What are the major components that you find in games, that have to be developped or already exists as librairies? The objective of this question is for me to be able to specify more game aspects.
Currently, we had specified pretty much only how we would work on the visual, completely forgetting everything about game logic (AI, Entities interactions, Quest logic (how do we decide whether or not a quest is completed)).
So far, I have found those points:
Physics (collision detection, actual forces, etc.)
AI (pathfinding, objectives, etc.)
Model management
Animation management
Scene management
Combat management
Inventory management
Camera (make sure not to render everything that is in the scene)
Heightmaps
Entities communication (Player with NPC, enemy, other players, etc)
Game state
Game state save system
In order to reduce the scope of this queston, I'd like it if you could specifically discuss aspects related to developping an RPG type of game. I will also point out that I am using XNA to develop this game, but I have almost no grasp of all the classes available yet (pretty much only using the Game component with some classes that are related to it such as GameTime, SpriteBatch, GraphicDeviceManager) but not much more.
You have a decent list, but you are missing storage (save load), text (text is important in RPGs : Unicode, font rendering), probably a macro system for text (something that replaces tokens like {player} with the player characters name), and most important of all content generation tools (map editor, chara editor, dialog editor) because RPGs need content (or auto generation tools if you need ). By the way have links to your work?
I do this exact stuff for a living so if you need more pointers perhaps I can help.
I don't know if this is any help, but I have been reading articles from http://www.gamasutra.com/ for many years.
I don't have a perfect set of tools from the beginning, but your list covers most of the usual trouble for RUNNING the game. But have you found out what each one of the items stands for? How much have you made already? "Inventory Management" sounds very heavy, but some games just need a simple "array" of objects. Takes an hour to program + some graphical integration (if you have your GUI Management done already).
How to start planning
When I develop games in my spare time, I usually get an idea because another game lacks this function/option. Then I start up what ever development tool I am currently using and try to see if I can make a prototype showing this idea. It's not always about fancy graphics, but most often it's more about finding out how to solve a certain problem. Green and red boxes will help you most of the way, but otherwise, use Google Images and do a quick search for prototype graphics. But remember that these images are probably copyrighted, so only use them for internal test purposes and to explain to your graphic artists what type of game/graphic you want to make.
Secondly, you'll find that you need to find/build tools to create the "maps/missions/quests" too. Today many develop their own "object script" where they can easily add new content/path to a game.
Many of the ideas we (my friends and I) have been testing started with a certain prototype of the interface, to see if its possible to generate that sort of screen output first. Then we build a quick'n'dirty map/level-editor that can supply us with test maps.
No game logic at this point, still figuring out if the game-engine in general is running.
My first game-algorithm problem
Back when I was in my teens I had a Commodore 64 and I was wondering, how do they sort 10 numbers in order for a Highscore? It took me quite a while to find a "scalable" way of doing this, but I learned a lot about programming too.
The second problem I found
How do I make a tank/cannon fire a bullet in the correct direction when I fly my helicopter around the screen?
I sat down and drew quick sketches of the actual problem, looked at the bullet lines, tried some theories of my own and found something that seemed to be working (by dividing and multiplying positions etc.) later on in school I discovered this to be more or less Pythagoras. LOL!
Years and many game attempts later
I played "Dune" and the later C&C + the new game Warcraft (v1/v2) - I remember it started to annoyed me how the lame AI worked. The path finding algorithms were frustrating for the player, I thought. They moved in direction of target position and then found a wall, but if the way was to complex, the object just stopped. Argh!
So I first sat with large amounts of paper, then I tried to draw certain scenarios where an "object" (tank/ork/soldier) would go from A to B and then suddenly there was a "structure" (building/other object) in the pathway - what then?
I learned about A-star pathfinding (after solving it first on my own in a similar way, then later reading about the reason for this working). A very "cpu heavy" way of finding a path, but I learned a lot from the process of "cracking this nut". These thoughts have helped me a lot developing other game algortimes over time.
So what I am saying is: I think you'll have to think more of:
How is the game to be played?
What does the user experience look like?
Why would the user want to come back to the game?
What requirements are needed? Broadband? 19" monitor with 1280x1024?
An RPG, yes - but will it be multi-user or single?
Do we need a fast network/server setup or do we need to develop a strong AI for the NPCs?
And much more...
I am not sure this is what you asked for, but I hope you can use it somehow?
There are hundreds of components needed to make a game, from time management to audio. You'll probably need to roll your own GUI, as native OS controls are very non-gamey. You will probably also need all kinds of tools to generate your worlds, exporters to convert models and textures into something suitable for your game etc.
I would strongly recommend that you start with one of the many free or cheap game engines that are out there. Loads of them come with the source code, so you can learn how they have been put together as you go.
When you think you are ready, you can start to replace parts of the engine you are using to better suit your needs.
I agree with Robert Gould's post , especially about tools and I'd also add
Scripting
Memory Management
Network - especially replication of game object states and match-making
oh and don't forget Localisation - particularly for text strings
Effects and effect timers (could be magical effects, could just be stuff like being stunned.)
Character professions, skills, spells (if that kind of game).
World creation tools, to make it easy for non-programmer builders.
Think about whether or not you want PvP. If so, you need to really think about how you're going to do your combat system and any limits you want on who can attack whom.
Equipment, "treasure", values of things and how you want to do the economy.
This is an older question, but IMHO now there is a better answer: use Unity (or something akin to it). It gives you 90% of what you need to make a game up front, so you can jump in and focus directly on the part you care about, which is the gameplay. When you run aground because there's something it doesn't do out of the box, you can usually find a resource in the Asset Store for free or cheap that will save you a lot of work.
I would also add that if you're not working on your game full-time, be mindful of the complexity and the time-frame of the task. If you'll try to integrate so many different frameworks into your RPG game, you can easily end up with several years worth of work; maybe it would be more advisable to start small and only develop the "core" of your game first and not bother about physics, for example. You could still add it in the second version.

Anyone seen good embedded help in a web application?

I have a pretty simple app on the web (written in Flex) which is very straightforward to use once it has data inside it. The steps to get data inside it are themselves also pretty simple, but not at all obvious to my audience when they first log into my app.
I have been wrestling with how to communicate the data setup process to my users without referring them to a separate help. I also don't want to clog my lovely, elegant UI (which has uniformly been praised for its clarity from my current users and matches their processes very well) with wizards, or worse still an annoying animated paperclip.
I have a very rich set of tools available for the web UI but I am looking for inspiration and wondered if anyone had experienced good web-based, intuitive, unobtrusive, genuinely helpful process/usage instructions embedded in an application and could point me to a link so I can take a look for myself.
Failing that anyone got any bright ideas? There are about 5 steps involved each one visiting a different page of the existing app to enter/upload data.
Have you taken a look at:
http://www.askthecssguy.com/2007/03/form_field_hints_with_css_and.html
I believe there is a jquery or prototype or mootools or whatever framework that goes a couple steps beyond the above and walks a user through what to do. My google-fu isn't coming through right now so I can't seem to find it.
You could display the links to the data setup pages in a small strip on your main page like this (pardon the ugliness - this is just a usability idea):
alt text http://www.freeimagehosting.net/uploads/052b13acb7.jpg
The steps they've already completed are greyed out (I assume they don't have to complete these steps in sequence). When they mouse over a step they get a brief description, and then full details when they click through to the actual step page. You could have descriptive icons for each step instead of hyperlinks, of course.

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