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It's being programmed in C++, and I'll try to stay true to the original on the level design side. Of course it won't have super-amazing 3D graphics, 2D motion blur and all that shit (unless I find a GPU that works on Nspire calcs), but I'll really try to make it beautiful.
By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
Of course I will. I will also add an option to disable them though, both for performance and for TI-Nspire non-CX support (for now the .tns works on every Nspire, but backgrounds will make the game difficult to see).By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
Motion blur could be implemented by reading storing a few older screen buffers, making everything transparent with Z=0x7FFFFFFF and drawing it on top. That should scale linear performance-wise with more blur, but if you optimize it a bit, you should get >30 fps out of it if you don't draw too many triangles.
QuoteBy the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?If you implement different levels, I guess it should alternate, maybe even upside-down?
Quote from: Matrefeytontias on May 10, 2014, 11:06:33 amBy the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?I don't know if you plan to include a GUI but if you do, you can get your screen to become a square by putting the GUI either on the left or on the right and then the problem doesn't exist anymore
Anyway, nice work