Since Semi transparency (alpha blending) seems to be a general problem with ARM, I'm sure, the other techniques would be much more efficient, without much speed loss at all.
I will look up about game design documents and put together a few ideas for you to look at. I will give some thought to the various themes of each level+ the overall theme.etcI have some ideas about how the game might look visually and in terms of story and atmosphere.I was thinking of a haunting vibe to the game.Crypts,Ancient crumbling cities mixed with technology,Some space levels,A final level set on the ancient homeworld of the aliens etc.Music could be haunting in places and melodic also.Music and graphics could echo each other to a degree.Also what do you think of the warp-ram idea I suggested earlier in the thread?The ship would boost forward , strike enemies and return to its point of departure.It could be powered up by holding down a button or such.Im willing to commit a story and work with you on game ideas etc.I can devote alot of time to this game as im very interested in working on it.Im guessing no one has stepped foward and claimed to be the game designer cos it probably is a big commitment with lots of work with all kind of things, or did some one do it and I just missed it? You cant prototype air, there needs to be something there to try to achieve. Will someone be brave and commit to game design?
I can commit to delivering a game design document, describing in details what the game would be like in terms of mecanisms/display/interface and so on.
Of course, get inputs from the team members after I have a first draft.
But if someone else feel like they want to take a lead on this, I have no issue with that.
Game design = game mechanics. Thats what we need at this stage. I recommend you take a look at how game design documents are written so that your ideas can be used in an efficient manner.
It might be related to update to the Nokia driver. You can always do vsync yourself too:However, I still get no Vsync
Ill take a look.Yes i know what you mean about having programming knowledge.I don't.I will put some basic game ideas together for you to look over. I will look at level themes and the feel of them and how the story might fit.Just a smallish document that you can look at and consider/tailor to your needs. Perhaps if the absolute basic premise of the game is prototyped ie the ship and level screens and the accompanying art style+placeholder music of the kind we wish plus a basic synthesis with the story this would be useful.The more complex and deeper mechanics/innovations can then be added to a second version.This can be tweaked and serve as a guide for everyone.If you want to know how a game document looks like :
http://www.runawayst..._taylor_gdd.asp
That's just a template. Of course the contents are essential. I don't mean to discourage you, but it's better to know a bit about programmation when you write a game design document - because you get a sense of how to give "cues" to the programmers in their work - as you kind of understand what they need.
There are probably other examples of design documents out there, this is is just one of them.
Is this a Pandora executable? Trying to execute "parallax_scrolling" doesn't do anything.Here's my quick test...
And it can look just great, here is a quick example, found on the internet, no transparency or overlapping layers needed, just different scrolling linesYeah, I was thinking the same thing when looking at the discussing for alpha blending - you can implement other techniques similar to what was done on 8-16 bits machine and still manage to get a similar kind of effect, for the purpose intended.