So, I've got my hands on Aukey Ora WD-06 lens kit. It is a combination of macro lens and wide angle lens. Unlike the far more expensive Moment lenses, it doesn't need any special case to attach to your phone. The kit features a clip-on design, so it will work on most smartphones. Just clip it on top of your phone's camera lens, and you are ready to shoot. Make sure to position the lens properly for the best result. To switch from wide angle to macro lens, simply unscrew the wide angle part of the lens.
Aukey Lens is considered one of the best, if not the best, budget lens kit for smartphones. It retailed at $29.99 on Amazon
(as of February 9, 2020), and is rated to have excellent price vs performance ratio. Along with the lenses, the professional looking cardboard package comes with an EVA pouch to store and carry the lens, a DSLR-style lens cap, a microfiber cloth to clean the lenses, and a plastic clip to attach the lens to smartphone. The lenses are made from high quality glasses and aluminum. The lens kit definitely has nice build quality. So, let's see how it makes differences to mobile phone photography.
Mobile phone, and especially smartphone photography, has come a long way since its inception. With the likes of Google Pixel, Samsung Galaxy, and Apple iPhone, it takes a little effort to capture share-worthy photos. One may even dare to say that it is hard to take bad photos these days. The quality of photos taken by mobile phone can often be undishtinguishable from those taken with 'real' camera.
So, is it an exaggeration to say that mobile phones these days can replace your DSLR camera? Whoops, don't take it that far.
No matter how good a phone camera is, those mirrorless and DSLR cameras still have some edges. One of them is the versatility of having interchangeable lenses.
Many phones these days come with multiple cameras, but you will still be limited to those built into them. And we should also mention that one of the best phone series for photography, Google's Pixel phones, up to this year's Pixel 3a, only offer single back camera.
Hello, everybody! :)
If you take a look at the post history of this site, you'll see that it has been long since I post the weekly progress for Proto Blast development. Almost a year, actually. Seriously, next day, July 29, will mark exactly one year since the last entry of This Week on Proto Blast
series. It has been long since the game levels are completed. So, what's hindering the release?
Mobile support. That the controls didn't work as expected on mobile devices left me procrastinate so long on the release, but that's no more. Rather than waiting for the game engine to be mature enough for the intended control mechanism for the game, I decided that it is better to just release the web/desktop version for now. And when the opportunity comes, which is when the mobile support of the game engine reached the level I need for the game, we can expect to release the mobile version.
Regarding my artworks, you can easily find a link to my deviantART
page on the footer of upforward's pages. But I rarely post my comic there. I used to post my comic work on NGOMIK.com
, but it has been quite a while that the service discontinued. I need a new place to republish my old comics as well as my new works. I considered several alternatives like CIAYO Comics
and even Webtoon, but I'm not really fond of webtoon's vertical format. I really prefer comic book-like format of NGOMIK, but it's kinda hard to find an alternative, especially a local one, since my comic works are mostly in Indonesian.
Hello, everyone! :)
It's the 156th weekly recap of Proto Blast development, and finally we're reaching the new step on it: exporting the game to Android via GDevelop 5!
The work this week revolves around testing and bugfixing of the first level so that it is ready to be called done, and for PC version, it is :)
It works well with keyboard, but hey, that's what the state of the game is when it is made in GDevelop 4, so with the bugs squashed, it naturally should. So, the next step is: testing how the Android export works in this version of GDevelop, and testing the touch controls in an Android device :)
Hi, everybody! The work on Proto Blast development continues, and here's the 155th weekly recap! :)
Continuing the work from the previous week, the first level is finally replicated on the new GDevelop 5! Along with some fixes, of course :) However~ I won't call it finished yet. After doing some tests, there still some problem in it.
One of the problem is~ actually the thing I thought has been fixed with the release of GDevelop 5 as I mentioned on previous week's recap
. Yep, the music loop. Turned out that it is not that simple. Yes, it does loop when the scene simply plays till the end. However, when pause is involved, thing is different. After the level was paused and the scene changed to dialog, when we return to the level, the music is not playing. It may be caused by the fact that the music commands is set to start at the beginning of the scene.
Hi, everyone! :)
Here's the 154th weekly recap of Proto Blast development! The work on replicating the first level into playable state in GDevelop 5 continues, and the work is now focused on the game commands/events.
It is still not done yet, so I don't think I've got plenty to tell since basically all the stuffs should be working once all the commands are replicated.
However, one thing should be noted. On GDevelop 4, I have to apply a workaround for the game's music to loop. It is good to see this bug has been fixed in GDevelop 5. Now, the loop option in the music event works as it [...]
Hello, everybody! :)
Welcome to the 153rd weekly recap on the development of Proto Blast! Continuing the work form the previous weeks, finally the replication of the first level's sprites and tiles into the new GDevelop have been finished. Some stuffs are also have been made more efficient.
That doesn't mean that the replication of this level is done, though. Not yet. I still have to recreate the game commands. I have started on that, so hopefully it will be done and can be tested next week.
Well, I think that's all, so I'll leave this recap as a quick one. Stay tuned for next week's [...]
Hello, everyone! :)
It is the 152nd weekly recap of Proto Blast development. The work on replicating the game levels continues.
I had planned to stick with Ubuntu 16.04 LTS until the point release of Ubuntu 18.04 LTS (18.04.1) comes out later this July, so that I can simply upgrade it via software updater. But then, I had a problem with my laptop on the weekend. Started with sound problem that got worse after I tinkered with it for a solution, I decided to reinstall the OS itself. Well, and of course, I decided to simply fresh install 18.04 LTS instead of waiting for upgrading.
And found out that GDevelop 4 is not available for 18.04 LTS XD
Of course, the support has been dropped. There is no release for Bionic Beaver (18.04 LTS) in GDevelop PPA, so, I had to pick the deb file for Xenial Xerus (16.04 LTS) and install it along with its dependencies manually.
Hi, everybody! :)
Here's the 151st weekly recap of Proto Blast development, and we're on the core of the work regarding the game replication to the new GDevelop 5, which is: replicating the game levels!
But that obviously sounds like the most part of the work eh? XD
Yep, for the first level only, I've got to replicate hundreds of instances to recreate it. What's that saying? Yep, we need backward compatibility~!
And that means it will take more time to complete.
Albeit a single level has got plenty of stuffs, since it is recreating, I know where the stuffs should be. So, I hope [...]