ZXDunny
Deep avatar
- Joined
- Oct 12, 2010
- Messages
- 2,585
Hurrah! The man himself
Milkshake, your idea is a go - please make it so. Nyarla, you'll have to register with the repo, and then people can donate. I've secretly got plans to port anything you can throw at me - if you aim at iOS devices before your PC ports then Pandor will handle them... and although cash isn't your main motivation, having donations from the pandora community will certainly help to encourage other developers to get their games ported.
I had the same idea about an hour ago
My test plan is as follows:
1. Use paint package to scale the spritesheet up 2x, no filtering - remains blocky.
2. Enable bilinear filtering in GLES for scaling whilst drawing enemies and tiles (but not text)
3. Add a "smart scale" mode which scales all mazes from small to huge (current non-chunky, max size) to the available area.
This will have the benefit of smoothly scaling the display up, but maintaining blockiness due to the 2x pre-scale. at say 1.5x, you'd not get uneven scaling due to the bilinear filtering.
I'm planning to make all text 2x scale anyway, as it's almost unreadable at the current 1x in non-chunky, so will make text independent of the scaling engine.
This will likely be more of a headache than previous adventures with FMN, so results might not be forthcoming for a couple of days. I intend to bring my laptop to work for this job
D.
Milkshake, your idea is a go - please make it so. Nyarla, you'll have to register with the repo, and then people can donate. I've secretly got plans to port anything you can throw at me - if you aim at iOS devices before your PC ports then Pandor will handle them... and although cash isn't your main motivation, having donations from the pandora community will certainly help to encourage other developers to get their games ported.
Chunky mode doesn't *have* to be 2x scale.. eg you could scale it by weird amounts to make the game area the same size as on iPhone, but scaled to fit the screen. It will most likely look bad though, ugly uneven pixels...
I had the same idea about an hour ago
My test plan is as follows:
1. Use paint package to scale the spritesheet up 2x, no filtering - remains blocky.
2. Enable bilinear filtering in GLES for scaling whilst drawing enemies and tiles (but not text)
3. Add a "smart scale" mode which scales all mazes from small to huge (current non-chunky, max size) to the available area.
This will have the benefit of smoothly scaling the display up, but maintaining blockiness due to the 2x pre-scale. at say 1.5x, you'd not get uneven scaling due to the bilinear filtering.
I'm planning to make all text 2x scale anyway, as it's almost unreadable at the current 1x in non-chunky, so will make text independent of the scaling engine.
This will likely be more of a headache than previous adventures with FMN, so results might not be forthcoming for a couple of days. I intend to bring my laptop to work for this job
D.