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Messages - Billamu

#16
Thanks Gernot. The reason I ask is that some programs won't display. It's probably the z-buffer. I have gotten some programs to work with higher z-buffers though... the helicopter one, for example.
#17
I know 3d doesn't work too well on the gp2x, but it does work occasionally. Are there any guidelines to what works?

Some of the demos work, and Jumpfrog works. Why is that?
#18
 =D

I can't wait. Be great to see what the 3d accelerator does to the visual quality of games
#19
The touchscreen handler is way more stable with the latest update. Thankyou Gernot!
#20
Heh, patience is a virtue... I don't have. But I waited a wee bit, and then tried again. It's loading now.

I was on version 5.235.
#21
Ok I'm not the sharpest tool in the shed; took me ages to discover the Web Update manager - duhh... so I'm in the process of downloading the latest version containing improvements for the GP2X's touchscreen.

But it's taking horrifically long to load (bittersweet memories of dial-up), and then after about 400-500Kb it closes. I've tried this on two different PCs and the internet connection on both of them is working properly  :S
#22
That would be greatly appreciated. I'll report back on my progress with the mouse handler.
#23
The noise happens on the gp2x. I don't have that problem when running it from the PC.
Touchscreen will position the pointer but with a deviation of about +-5 pixels per screen update, this makes the positioning jitter.

The way I'm treating this is to make the bat update its position once every 10-15 frames based on the average amount of responses from the mouse. Any extremely random positions outside of that are ignored.
#24
Thanks. I've painstakingly turned everything sideways. I think what I'll do is develop this for gp2x and then do a full screen rotation for the PC and/or Mac adaptation.

The other thing I've noticed is that mouse response has got a lot of noise in it. Is there any way around this? I'm going to try and interpolate groups of mouse data and filter out anything extraneous.
#25
GLBasic - en / Gp2X question
2008-Aug-16
I'm making a game for the gp2x, but it's 240x320, so it's played sideways.

The compiler doesn't rotate the game sideways, does it? If so, will I have to rotate my sprites etc sideways?
Also will this mean compatibility problems when put on other systems?

I also thought of rendering each frame and rotating it 90 degrees, but that would probably tax a gp2x.
#26
Thanks for the response Saboteur.

Define "big". Are we talking larger than 320x240? And how many rotating sprites before the frame rate suffers?
#27
Does the GP2X do ok when you do rotations and zooms on a sprite? I want to make a game that uses those commands. If it doesn't work then I'll use different sized and rotated sprites.