I encourage you to make these changes, marco. It will show people how the contribution of one creative person can be modified by another.
Marco Trevisan (Treviño) wrote: > Rafael Ignacio Zurita wrote: >>> However, no way to make it work at 640x480 without >>> slowdowns? Maybe >>> improving video output exploiting the X acceleration (and a >>> little more >>> the Xglamo in gta02s)... I figure that an old game like >>> this could >>> perform really in a better way here. >> Perhaps, SDL is a very good library for game programming and >> it works nice with low resolutions (like 640x480). >> But, I also have tried another C+SDL own game and it was slow :(. >> >> I will check what we could do about, but maybe I try >> other games before (like heretic as somebody suggested :)) > > Ok... However I've played with it a little more and imho it's not so > playable using the accelerometers in a such way since they should be > more sensible to the movement or the screen is not so visible when playing. > Imho when the game is launched, the phone should consider the actual > position as the "base position" (the one in which the virtual joypad is > centered), then considering the movement when the phone is moved of few > degree (however less than a centimeter of phone edge rotation). > Otherwise, imho, it's unplayable. > > I wouldn't dislike also an implementation without the accelerometers > usage (just placing the virtual buttons - for moving too - in the screen > edges; like actually is done for actions only). Imho the screen is quite > big to see and press at the same time (in games like this). > > Bye! > _______________________________________________ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community