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Messages - Kyari

#1
I've been playing around with how to display conversation choices ingame, but is there any way to change the way they position on screen?

With the LucasArts style dialog all choices display on the bottom 1/3 of the screen, alligned to the left for instance, is there a simple way to change the X or Y positions that I'm just missing?

Additionally, is there a way to display choices other than as a single vertical list? For instance, perhaps as two parallel lists such as:

Dialogue 1                       Dialogue 4
Dialogue 2                       Dialogue 5
Dialogue 3                       Dialogue 6
#2
Sorry to bump this after several weeks of inactivity, but I was just curious as to what happened with this thread?
Did it just fizzle out, or is there work being done by people behind the scenes or using somewhere else to discuss matters?
#3
Had a quick play around with Gemini Rue on a PSP 2000, seems to work pretty darn well, with the obvious exception of the rain effect everything seemed to run well.
#4
Quote from: Denzil Quixode on Mon 07/03/2011 11:12:46
Kyari: Thanks very much for that! It's hard to know whether the slowness or transparency weirdness is something I can reasonably fix without having my own device to experiment with, but it's good to know at least that the game runs at all.

I think it's largely down to the comically low specs of my tablet (400Mhz CPU, 128mb RAM) rather than a failing of the Android OS, I can get access to another Android device and try it out for certain (mostly because of my own curiosity than anything else).

As far as the iPhone goes, there is a slight problem that I think is just because of the way Safari processes things, in that whenever you tap the screen it registers your touch as a click before it moves the cursor to that position you just touched. Also, holding a tap results in it trying to select/copy the game. Just figured I'd let anyone know who had aspirations of creating a game with the intention of porting to browsers for iOS.
Unfortuanately, because of Apple's rules around javascript and whatnot, all alternative iOS browsers are built using the same webkit, so there would likely be little or no change in performance in from any alternatives. The exception to this is Opera Mini, but since it basically only gives a compressed screenshot of what you SHOULD be seeing, it doesn't run or refresh java correctly.

I imagine running it on a 3GS or an iPhone 4 would have much more favourable results, but unfortuanately I don't have access to either of those to try it on.
#5
I know it's been almost a month since there was an update here, but I just figured I'd post a reply anyway to confirm that it runs on both iPhone and Android 1.6 (sort of)

Using the default Safari browser for iOS 3.1.2 on an iPhone 3G, the game runs at about half speed. You need to turn off automatic screen turning off, otherwise the game won't progress after it automatically dims. On the plus side, assuming you do nothing that causes your virtual memory to spike and the iPhone to clear your Safari cache, you can close and reopen the browser and it will still be where you left off:



On my Android 1.6 tablet however it went less well, all of the non-background assets (text, characters and objects) were partially see-through, and I don't know if this was due to my low spec tablet, or a limitation of the OS.
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