Achievement Icons Needed
Double Action now has a reliable achievement system and we are ready to begin closed testing. Before we push the first batch to the public build, we need icons! This is where you and your fully sick MS Paint skills come in. If you want to put your own touch on the future of Double Action this is how to do it. Read on for the brief.
Each achievement needs one 64x64 colour icon (we'll use a desaturated and watermarked version for the 'locked' icon). The colour scheme must be simple and match our current title icon:
That is, black, white and yellow. You can also use the gold colour from this logo for secondary details or highlights. Designs must be clear and readable, but you can use any style you like. Vector art, hand painted, 3d renders, it's all good as long they all look consistent.
The icons should represent the achievement. I'm sure any avid achievement icon designer will have a ball coming up with their own designs. Here's the list of the first few we need:
Divepunch is its Own Reward - Get a divepunch kill
Michael Bay - Dive away from an explosion for reduced damage
Dodge This - Kill with a headshot at point blank range
SlowPro - Get three kills during one activation of slowmo
Skypunch - Kill a player with brawl during a superfall
Special Delivery - Cap the briefcase without killing anyone
Disco Stu - Earn 100,000 total style points
Potshotter - Get a long range pistol kill on an enemy holding a rifle
How to submit
Once you have made your icon you'll need to upload it to the net so we can check it out. If you don't already have an image service, Postimage is a good site. Then come to our super top secret development forums and post your icons! Even if you don't want to make icons for DA, feel free to come past the forums and contribute to the discussion anyway. We'll be picking the best icons that are consistent and clear reading.
There'll be more achievements coming soon and we'll need more icons so stay tuned to the Achievement Icons thread for more info as we have it!
- The DA Team
Highest Rated (4 agree) 9/10
I'm kinda... disturbed that there hasn't been a review as of yet. But here's one I guess. This mod basically decided to bring the fun of games like Max Payne and Stranglehold into the magic of a first person multiplayer shooter and executes this surprisingly perfectly within a limited engine like Source. Even with the lack of players, when using bots I can have an absolute blast for hours on end just flying around and blowing everything up with doves going everywhere. Really the only problem I can…
Feb 17 2014, 12:52am by Res1
Latest tweets from @vinobs
@gpakosz I've never seen that here and I don't imagine most postal workers would pay any attention to it :(
Aug 3 2015, 9:04pm
I wonder if you can unsubscribe from physical junk mail.
Aug 3 2015, 11:20am
@Jonathan_Blow even in mathematics I've seen estimates that up to 30% of publications turn out later to be wrong.
Aug 2 2015, 2:36am
Aug 1 2015, 12:32am
Anatomy of a Memory Allocation T.co
Jul 31 2015, 11:35pm
Jul 31 2015, 12:34pm
@RistWrest my pleasure :)
Jul 30 2015, 1:42am
@RistWrest that one is outdated actually and doesn't cover GJK but I'm sure you can find a good modern physics for game dev book
Jul 29 2015, 12:35pm
Jul 29 2015, 12:34pm
@RistWrest calculus to vectors and you get the sort of linear algebra that we use in game math. There are some specific algorithms that ...
Jul 29 2015, 12:32pm