godboko71

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Re: I couldn't sleep
« Reply #15, on December 11th, 2011, 01:09 AM »
59 was best I could do before getting bored.
Thank you,
Boko

Arantor

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Re: I couldn't sleep
« Reply #16, on December 11th, 2011, 01:10 AM »
Is it wrong to admit that my best is a mere 33?

Still, if you had 5 minutes of fun playing, then it served its purpose :)
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godboko71

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Re: I couldn't sleep
« Reply #17, on December 11th, 2011, 01:18 AM »
Yep, would have lasted longer but really floaty today.

Nao

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Dragooon

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The way it's meant to be

Arantor

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Re: I couldn't sleep
« Reply #20, on December 11th, 2011, 02:42 PM »
I'd pay, too, but really though what I'd do is make the core game free and pay for extra optional tilesets and so on.

Or, make an iPad app for it, I imagine the touch aspect would work pretty well.

MultiformeIngegno

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Re: I couldn't sleep
« Reply #21, on December 11th, 2011, 03:20 PM »
Quote from Arantor on December 11th, 2011, 02:42 PM
Or, make an iPad app for it, I imagine the touch aspect would work pretty well.
+1 :)
I'd buy it!
Posted: December 11th, 2011, 03:17 PM
Quote from Arantor on December 10th, 2011, 05:22 AM
http://arantor.org/meteor-storm/

Here's the deal: You're a spaceship caught in a meteor storm, one of your engines is burned out so you drift to the left, but you can use the other to push you to the right.
Ahaha! It's a nice game!! ;)

Aaron

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Re: I couldn't sleep
« Reply #22, on December 11th, 2011, 04:17 PM »
Quote from Arantor on December 11th, 2011, 02:42 PM
Or, make an iPad app for it, I imagine the touch aspect would work pretty well.
Oh, that's a good idea! Not sure whether there are proper Mahjongg iPad apps yet (I don't own an iPad), but worth looking into, I think. Especially since you can easily port it to iPhone and OS X afterwards.
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Arantor

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Re: I couldn't sleep
« Reply #23, on December 11th, 2011, 05:21 PM »
Porting to iPhone, yes, but porting to OS X may be a bit different depending on how you handle the touch side of things.

Aaron

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Re: I couldn't sleep
« Reply #24, on December 11th, 2011, 07:21 PM »
I imagine the controls could be analogue to what Nao's using in Kyodai Mahjongg on Windows. Perhaps with the addition of multitouch goodness, of course. :)

Arantor

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Re: I couldn't sleep
« Reply #25, on December 11th, 2011, 07:27 PM »
Therein lies the challenge. iOS only extends multi-touch connectors to the user, with click handlers mimicking single-presses in multi-touch contexts. While OS X has some of that too, it's not primarily geared for it and doesn't provide quite the same interfacing, so while the core language is the same, the underlying interface logic may not be the same.

Honestly, the bigger problem for converting Kyodai or similar to OS X/iOS is the fact that everything there is OpenGL oriented.

Aaron

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Re: I couldn't sleep
« Reply #26, on December 11th, 2011, 07:46 PM »
Quote from Arantor on December 11th, 2011, 07:27 PM
Honestly, the bigger problem for converting Kyodai or similar to OS X/iOS is the fact that everything there is OpenGL oriented.
Quite. Shame the OpenGL drivers on OS X aren't nearly as good as they are on Windows and Linux, though. Experienced this myself while attempting to play games in Wine on my Macbook Air -- they run glitchy, whilst they run fine on Linux. I hear Steam had to workaround much the same issues when they ported their Source engine to OS X.

Arantor

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Re: I couldn't sleep
« Reply #27, on December 11th, 2011, 08:01 PM »
*nods* I believe so but I wonder how much of that is related to the graphics hardware on the Mac itself (not knowing it in much depth)

One thing I do know, iOS itself works with OpenGL so that does make 3D graphics on portable devices a viable option.

Nao

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Re: I couldn't sleep
« Reply #28, on December 11th, 2011, 08:47 PM »
I'm pretty sure I still have an archive somewhere of Kyodai Mahjongg 10.21, the last version that was built for OpenGL... Then I made the sad mistake of going Direct3D for version 11.00, and it took me several major updates to get it right. It was needed at the time (~1999) because OpenGL support was very poor on non-ATI, non-NVIDIA video cards. It wasn't the same market as nowadays.
I've always loved OpenGL more than D3D, but then looking at WebGL, I'm not sure I see much of the OGL syntax any more...

As for iOS, it's funny how you should all be talking about me making a version for it... I decided against it LONG ago, when I saw Moonlight Mahjongg on a friend's iPhone. It's pretty much KMJ for iOS, without the name and assets obviously. The guy is still working on it I believe... I bought it but I never play it. I don't play any MJ games actually...

Arantor

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Re: I couldn't sleep
« Reply #29, on December 11th, 2011, 09:28 PM »
Quote
I've always loved OpenGL more than D3D, but then looking at WebGL, I'm not sure I see much of the OGL syntax any more...
WebGL isn't really OGL but iOS uses OGL pretty natively.

That's kind of ironic, and sad in a way, that you don't play Mahjongg any more after the amount of time spent on KMJ :(