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Are you still working on Shoko Rocket? It would be awesome if we could play this game on modern phones with high resolution displays. I wouldn't mind if everything was pixelated, but at least the controls and menu should be bigger, and the player field should filt the screen.
Is this difficult to achieve? Or is it just tedious work? If you can explain how to scale everything up, I would love to take over the tedious part!
Hilsen, Daniel
The text was updated successfully, but these errors were encountered:
So I actually got half way through implementing this years ago, but I've misplaced the code. I'll have a root through my archives to see if I can find what I was working on. The problem was that this code dates from when Android phones were slow and didn't have much hardware acceleration. To make things as fast as possible all the sprites were scaled ahead of time (see GameDrawer.java:Setup()). This meant that drawing bitmaps was a simple case of copying bytes.
Unfortunately early Android devices also enforced tiny managed heap sizes. 24, 16 or even 12 megabyte heaps were not unheard of. Pre-scaled sprites took up masses of memory and limited the range of devices ShokoRocket could run on.
Nowadays RAM is cheap and hardware is fast. The best solution is probably to
Resample the SVG images at a decent (2x or 4x current) resolution)
Update the animation xml files
Load these directly and don't perform any scaling
Perform all scaling at runtime in GameDrawer/Animation.java
Hei danishcake!
Are you still working on Shoko Rocket? It would be awesome if we could play this game on modern phones with high resolution displays. I wouldn't mind if everything was pixelated, but at least the controls and menu should be bigger, and the player field should filt the screen.
Is this difficult to achieve? Or is it just tedious work? If you can explain how to scale everything up, I would love to take over the tedious part!
Hilsen, Daniel
The text was updated successfully, but these errors were encountered: