I haven't forgotten about Reaxion for the Spectrum - but time hasn't been on my side of late, but it's worked out easier to grab the odd moment here and there to put together a bit of C++ in windows. Problem is what I actually want to do is a smartphone game.
What I now have is a small lightweight openGL-based framework running that massages windows events into a format similar to those that come from iOS, and provides just enough primitive functions to allow image loading, screen drawing and timing to be handled in a way that is abstracted from the bulk of my game code. Once I had this running under windows it was a small matter of porting this little chunk of code to IOS, merging the 2 projects into a common folder structure and this was the result:
Now I have the advantage of being able to grab the odd minute that I find in front of a PC with visual studio installed to write and debug the game code, and then I can throw it all back onto my main machine and build for iOS. There are a few sacrifices in the way I've done this - multitouch isn't supported, I need to stub out gamecentre functions in the windows build and my current code is less than optimal, but it means I can hopefully get proof of concept games stuff done much quicker.
I'm currently using 'Reaxion' as a testbed for this, but I'm still undecided about releasing it...
Showing posts with label Reaxion. Show all posts
Showing posts with label Reaxion. Show all posts
Thursday, 19 January 2012
Wednesday, 2 November 2011
Thursday, 20 October 2011
It's been a long time coming...
But I've nearly done it...


Hopefully my next game won't get delayed by half a decade of life happening.


Hopefully my next game won't get delayed by half a decade of life happening.
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