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Blitting beyond the screen size?


Blitting beyond the screen size?

Postby egarayblas » Dec 17, 2003 @ 5:05pm

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Postby ppcStudios » Dec 17, 2003 @ 5:38pm

It works on every ppc device we've tested it on. Since the Clipper is integral to GapiDraw, there's no reason it shouldn't work correctly across all devices and platforms.

I've been gradually ripping all of the clipping code out of the RaptureEngine and its been working flawlessly.
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Postby fzammetti » Dec 17, 2003 @ 7:13pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby ppcStudios » Dec 17, 2003 @ 7:38pm

It's also very nice to be able to set an arbitrary viewport and not have to worry about clipping.
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Postby fzammetti » Dec 18, 2003 @ 1:22am

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby egarayblas » Dec 18, 2003 @ 2:05am

Thanks for the confirmation guys! That's exactly what I've been doing for my tile engine. I'd like to have a dynamic viewport and take advantage of gapidraw's clipping capabilities. It works seamlessly now on my pocket pc and I guess I don't have to worry about device compatibility any sooner. :)

GR: I've also managed to make gd work full screen on my PC (thanks for your help on that!) while maintaining a 320x240 screen size when compiled for the Pocket PC. I also hope that everything's going well on your rapture engine. Now, I'll just need some budget to invest on a symbian device... :)

Frank: Yeah, a scrolling/moving tiled background is very cool. I'd like to do that to one of my games soon. :) How's your game going btw?
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Postby fzammetti » Dec 18, 2003 @ 4:57am

How's my game going? SLOWLY! I was originally targeting January 1st for release, but now it's looking like "some time in February, maybe March".

All things considered, it's going pretty well though. I have 23 mini-games complete (except for sound effects and some final graphics) and another 5 close to completion. I've kind of settled on 35 in total (plus I have plans for 5 hidden games... oops, gave that one away :)). The adventure portion of it I have to admit has gotten scaled back quite a bit, but not really in a way that detracts from overall gameplay. After all, the mini-games are what it's all about in the end, the adventure portion is just the glue that munged them all together. Some aspects of it may creep back in near the end though, depending on time.

No major problems to report, things are more or less working as they should (save for one VERY annoying problem with robots moving into walls... Argh, that was a pain to track down!) I just wish I had more time to devote to it. The 30 minutes a night (well, MOST nights anyway) means I can make progress, but very slowly.

So, if you were holding out for K&G Arcade as a Christmas present, I suggest getting the Battlestar Galactica box set instead :) I'd recommend that regardless come to think of it. But still, some time fairly early next year looks likely. Hopefully this one doesn't completely bomb like Invasion: Trivia did, but we'll see. If nothing else I can absolutely say it has been a fantastic learning experience and I'm really rather proud of how it's turning out, so whether anyone else winds up liking it or not, it'll have been time well-spent.
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