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Want Feedback - early game test

PostPosted: Aug 23, 2003 @ 3:51am
by fast_rx
I've been working on a game that uses a rotatable tile field. I mentioned having problems a while back with devices that did not have the "north" pointed displays like the 3600 ipaqs. I think I've got those issues fixed by adding a couple of additional methods that lock and unlock without doing the rotating (swizzling) and setting my pixels according to the screen orentation.

Anyone interested can download the pre-compiled (for ARM) executable from the PF file exchange:
. File name is Lejjodemo.exe. Please reply here with comments, problems, frame rates, etc. I guess I want to get an idea of what you all think so I can get motivated to finish.

The built-in level is crappy, but I haven't sat down and done a real one. Mainly because I want to re-do the tileset and also add code to make color-coded doors open when the right color key is found...

Thanks,
Jason

PostPosted: Aug 23, 2003 @ 6:19am
by StephC
35FPS on ipaq 3700.

I do not understand the gameplay but it seems to be fun and "cool".

I think pocketpc scene needs more games like that.

PostPosted: Aug 23, 2003 @ 8:08am
by DillRye
I get between 20-25 fps on my Axim 400mhz. I too do not understand what you are suppose to do in this game.

Insteresting idea

PostPosted: Aug 23, 2003 @ 9:10am
by Invincible
I like the gameplay...
30-32fps on the ipaq2210

PostPosted: Aug 23, 2003 @ 10:28am
by drgoldie
i've got around ~36fps on an iPAQ 3970 running PPC2003 and ~42fps when overclocking to 478MHz.

cool game, although the gameplay itself seems to be a little bit missing still. i'd suggest a (maybe optional) mode without interlacing though. i think i'd rather play with 20Hz non-interlaced than 42Hz interlaced...

good work!
DANIEL

PostPosted: Aug 23, 2003 @ 1:27pm
by fzammetti
Well, I can't test your game without a MIPS build (which doesn't sound likely based on the frame rates posted here)...

I'm just happy to know the file exchange is being used :)

PostPosted: Aug 23, 2003 @ 2:35pm
by fast_rx
Thanks for all the quick responses...

I will be working on some more gameplay elements, but it's never going to be more than a "get the blob to the finish line before time runs out" game.

drgoldie, non-interlaced mode is coded and works, but I don't have the menu system made up. I don't forsee any problem with the physics of the game at a higher than 20 FPS rate, but there are definite problems when it gets lower than that.