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I think that what needs to be done is instead of scaling up the original 64x48 display, you should recalculate in a way that it takes advantage of the full screen. However, I'M unsure if that would reduce framerate a lot (I assume not that much considering displaying the game full screen in the first place didn't)
Instead of stretching the screen, why don't you just use only a part of the screen? Sure you'll have a lot of blank area, but I'll look so much better.
Quote from: Spyro543 on February 01, 2012, 02:17:01 pmInstead of stretching the screen, why don't you just use only a part of the screen? Sure you'll have a lot of blank area, but I'll look so much better.Because so many people complained about lack of fullscreen in Gemini.
People complaining about the small viewport in Gemini (which they rightfully did) isn't really reason enough to double pixels. Again, on a 96x64 screen, the spatial extent of every pixel counts so treat every pixel with love and cut the fancy additions and do 96 proper casts.
I had trouble with telling where walls were at first but I quickly got used to that. My main complaint seeing the enemy sprites, I usually have to rely completely on the health bars for them.A friend stumbled upon this gpl raycasting maze for the 83+ a while ago. I haven't had a look at the source though. http://www.ticalc.org/archives/files/fileinfo/272/27287.html