AGK scales whatever I do to match the device res so, as I'm using chunky pixelated graphics in 1982, it should scale ok.
Ahh, that sounds great.
I've recently discovered Blitzmax has a virtual resolution system. Just one resolution the game is designed for and that gets scaled and copied to whatever the physical resolution is.
That would have saved me a shed load of work if i had kown about it at the time.
I suppose for you, theres no reason why you can't tweak each version to suit the various platforms.
But like you say, that will come with experience.
Yeah the Google rep all but admitted it was a common problem so I'm getting a replacement. A mate is on his 4th so fingers crossed this one is ok
What a nightmare.
The least you can expect from a product when you buy it, is that it works.
I remember when the IPhone had problems with it's arial when held at a certain position. It's amazing what problems do slip through even after immense QA.
Funny you should mention Echoes system as I'm probably going to modify that for 1982. I have a load of attack waves designed already but TBH it was less fun than my test version which just threw up random enemies. My levels weren't necessarily badly designed, I just feel the chaotic gameplay needs a similarly chaotic mish-mash of enemy types.
It means I can't have the tutorially bit that I had in my pre-designed levels, but really discovering how a shmup works, the different enemies and powerups is kinda half the fun for me.
(I actually came to this conclusion playing Zen Pinball yesterday when I realised that finding out how the various tables work and their scoring system is a major part of the appeal.)
Fun is the most important factor, so whether thats achieved via randomness or scripts isn't that important.
Although, whatever reduces the workload can't be bad.
In my Zytron II, i had a bit of both worlds.
Scripted attack waves, but thrown at the player in a random way.
Theres no reason why you can't use both scripts and randomness.