> Great work! It really looks like a game where you need to practice to
> get better, which I love. Graphically I love your particle effects (the
> rotation with movement and all), the lighting on weapon impact, the way
> the ship's thrust effect changes when you take damage, etc. Lots of
> little things that show your attention to detail.
>
> My kids loved to find new and brutal ways to destroy the ship and/or
> kill the little people. I guess that's one kind of emergent gameplay you
> might not have planned for... :-)
>
Thanks J-S. Glad you spotted the attention to detail :) Some friends'
kids have had the same sort of reaction. I was surprised that 6- to
10-year-olds seem to love this game more than the target audience
(slightly patient old-school tunnel-flyer fans).

> About the multi-screen issues Jan mentioned, I didn't have any problem
> like that on Windows 7 x64. Looks like SDL's handling of multi-screen
> setups is inconsistent indeed. Any reason you didn't do your own
> windowing based on GraphicsWindowWin32 and GraphicsWindowX11? You might
> have more control that way. Using SDL for sound and input doesn't force
> you to use it for windowing too...
>
I always prefer to let code so widely tested as SDL or OSG to do as
much as possible, windowing included. I love developing on Linux, but
windowing and packaging seem to be big issues. I supposed it's because
of the scattered nature of Linux (many distros with many desktop
managers, and packaging systems).

> Good luck for the eventual release of the full game!
>
> J-S


> OK, that wasn't really a complaint. I haven't had that issue with your game
> myself, but it is something commonly overlooked so I wanted to bring it up.
>
> Regards,
>
> Jan

Cool, I didn't take it as a complaint.  Sorry if I gave you that
impression.  I really appreciate all the feedback, good or bad, so
please don't hesitate to send more.
- Terry
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