B/C i'm not all that experienced with GAPI and went without it..I did not do any animation in this game sofar. The windows loop is the same standard as the simplest of applications. Therefore, the game does not respond or perform any actions until the user makes an input...such as tapping on the screen somewhere. And in that regards, it will draw any changes. Of course, its not the fastest technique b/c redrawing the whole screen takes longer than an Action game would need on a PPC. Thus, the game shows one screen at a time (a la Zelda 1) and changes to another area when u exit off the screen. That minimizes the time I need to redraw the whole screen. Secondly, when the player moves around ...he hops round...(a la Castle of The Winds). I use a sort of dirty rectangles style in which I only change the areas that were changed on the display and blit only to those areas. That keeps me from having to redraw the whole screen every time you move. This makes for a very rudimentary game graphically, I know. But it gets the job done for now, eh? Right now, it isn't far enough long for a demo. It's in pretty early alpha. But if someone wishes me to compile it for their PPC platform and let em test out whats done so far...then I dont think I have a problem with that. Especially since I have only a Casio at my disposal and the x86 emulator. I could send you the x86 executable if you so desire. I'm open to input but I don't mark myself as an expert programmer as it's only a side-venture. Not all of us can be the Dan East of PocketPC's haha.
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