Work, work, work!
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Work, work, work!
Where I spend all my time @ La Mosca!
When on android an input field is tapped, the soft keyboard adjust the webview height. An easy wat to fix this is adjusting the AndroidManifest.xml in your phonegap project. Add android:windowSoftInputMode='adjustPan' to the activity tag -- Before -- android:windowSoftInputMode='adjustResize' -- After -- android:windowSoftInputMode='adjustPan' Not knowing what to look for at start made this quite hard to find, yet with some help from one of the Romanian programmers i've found this fix.
http://solutions.michaelbrooks.ca/2011/07/05/android-soft-keyboard-resizes-web-view/
Having this strange double text-shadow issue on iOS which only happens if the text is replaced with javascript.
Android 2.2/2.3’s implementation of position: fixed is so fundamentally broken as to potentially render the surrounding page inoperable to the end user. This is most glaring in the case of form elements—select menus in particular, it seems—which will either require multiple taps before they fire correctly, or won’t fire at all
From one thing to another
After a short briefing about the designs I made last week Kristof asked me if I could try a intro-screen design in the illustration. At first I wasn't really looking forward too it because it isn't really my style. So here we go again, searching inspiration from everywhere, especially from Dribbble, The Inspiration Grid and the famous Google Images. After a while I got quite a Mood Board set up, but before I could ask Kristof what he thought of it I got another job to do.
Rob (another designer) asked me to help him out a bit since he's coming up with a deadline with the Wordpress site he's making. What he wanted me do was make some banners of the games and some .png's for some games. Those png's had to contain the game logo, and 1 or 2 in-game screens. At first I thought it would be an easy thing to do until I started opening the Illustrator files where the game logo's were made. First problem was that the logo's were all in a square format (don't ask me why) and the second problem were the layers which were a huge mess (500+layers, un-named layers,...), live paints in the same layer of other elements, ... So first off I started to order all layers and name them properly.
The games:
Explosive Chickens
Urban Game
The Managers
Spionage aan de Linie
The Target
LaLaLa Pad
Expeditie Explosief (Expedition Explosive)
De Zoeavenschat
Het Reynaertmysterie
After the phone-images were done I started working on the App Icons for the website, luckily i've just ordered and renamed all the layers so making them went a lot smoother.
After this it was time to make all the game banners, again I thanked myself for ordering the layers.
After all this was done we went to test another game from the, Explosive Chickens, we went to the park to test this App, luckily the weather was nice even though there were a lot of people in the park we were able to test this quite well. A lot of people were looking at us when we were running around in the park with a smartphones in our hands never the less, it was fun testing! We found some bugs and things that had to be adjusted.
When we were testing the Explosive Chickens App I noticed that the start-up screens of the app were anything but designed, so I started thinking about designing them. When we got back from the park I asked Dieter (the project manager) about me designing them and he agreed right away! After some more briefing about what screens should be designed, he asked me if I could implement them in the HTML5 app also. This was to be done with a repository with 2 romanian girls who programmed most of the functionality in javascript.