QUOTE (NMS @ Mar 8 2010, 09:00 PM)
I tested it on a MacBook running Leopard and an eMac G4 and iMac G5 running Tiger. It works on all 3, but performance was considerably worse than the previous release. Frame rate was low and inconsistent on all 3 systems.
Also, there are some issues with monitor resizing. When launched while in 640x480 resolution, it works properly, but in most other resolutions the quality is reduced, as though it has been rescaled-
Wait! Are you just scaling the game's output to the monitor's current resolution instead of changing the resolution? That's a terrible idea and would explain the poor performance and the quality loss, as well as the way it stretches to fill a widescreen monitor unless I switch to an unstretched 4:3 resolution before launching.
Yes, it's what I'm doing (because it was the quickest thing to get off the ground). However, I don't think that explains the performance loss itself–I'm still pushing a 640x480 image to hardware, and the rescaling is happening there.
There are internal architectural changes that are complete as of 0.2 that should permit me to start actually improving the graphics engine beyond the current state (which is essentially a series of hacks that somewhat resemble the old QuickDraw API). The 0.3 release is going to be mostly focused on sound, but I think it should not be long before I can really start improving performance (which is, I think, gated almost entirely on the graphics).
QUOTE
Ares runs at 640x480, 800x600, or 1024x768. For larger resolutions, it uses the 1024x768 output, centered on a black screen. Is there a problem with the code that prevents you from making Antares work the same way? An even better solution would be to allow the user to pick one of these resolutions (perhaps with a startup dialog that would have the option of remembering your choice), but I don't know how difficult it is to add that kind of code.
That's basically my intended resolution of
issue 19. It's not going to happen soon, though, especially since I think the game could barely run at a higher resolution at the moment.
QUOTE
On pre-Intel systems, the ammunition counters are very dark, almost invisible against the black. This isn't a new issue, but I just noticed it.
Yeah, I just noticed it myself but forgot to file a bug against it. It's filed now as
issue 32.