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  #121  
03-23-2016, 12:44 PM
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looks promising!

Sorry I forgot to add the subs!
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  #122  
03-23-2016, 03:13 PM
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Nice to see your still working on this after more than 6 years. Not many can claim that for fan projects like these.
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  #123  
03-24-2016, 10:15 AM
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looks promising!

Sorry I forgot to add the subs!
Haha no worries, got the gf on it :P
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  #124  
03-26-2016, 10:29 AM
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Looks pretty sweet at the minute, nice work.
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  #125  
03-27-2016, 12:57 PM
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Wow it's really impressive how much work you've put in, and honestly with what you've accomplished, I don't care if it took just you or a 100 people with you, but you managed to dive that far into a 20 year old game engine.

You sir are now officially an idol of mine. (Especially seeing as how I'm nowadays studying Computer Science at college)

I wonder if it'll be possible to use the scale functions to make widescreen-friendly versions of screens.
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  #126  
03-28-2016, 05:40 AM
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Scaling will be easy since everything is textured quads. If you look at the screen shot the background is much higher quality too due to texture filtering and some scaling delta that Crafn applied.

For true wide screen though I think the grid size needs to be changed. I'm planning on making that dynamic so widescreen/higher res mods can have more grid sections.
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  #127  
03-28-2016, 07:49 AM
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I was thinking, and this might be tiring, if someone corrected the screens for 16:9 resolutions by adding a tiny bit to the sides of the current screen from the 2 adjacent screens.
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  #128  
03-28-2016, 08:05 AM
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Its probably easier just to scale the whole screen as some puzzles depend on a certain number of grid steps.
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  #129  
03-28-2016, 08:07 AM
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Out of sheer curiosity: Are you planning to add core gameplay mechanics (walking, jumping, etc.) anytime soon?
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  #130  
03-28-2016, 09:26 AM
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Out of sheer curiosity: Are you planning to add core gameplay mechanics (walking, jumping, etc.) anytime soon?
I'll be doing that after the resource manager is completed. No real ETA yet.
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