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...for mobile?
Posted: Fri May 29, 2015 10:14 pm
by longbyte1
How terrible of a game would that be?
90% miss rate?
I mean when you think of mobile, you think of a tiny little phone that is only a bit bigger than your thumb. But what about your tablet?
Re: ...for mobile?
Posted: Sat May 30, 2015 12:19 am
by Oppy
.
Re: ...for mobile?
Posted: Sat May 30, 2015 6:10 pm
by LeCom
Well, would you write a new client for mobiles? Port OpenSpades? Write a new game?
Re: ...for mobile?
Posted: Tue Jun 02, 2015 3:05 am
by longbyte1
LeCom wrote:Well, would you write a new client for mobiles? Port OpenSpades? Write a new game?
Possible, but only once you finish VXW

Re: ...for mobile?
Posted: Tue Jun 02, 2015 5:37 am
by LeCom
longbyte1 wrote:LeCom wrote:Well, would you write a new client for mobiles? Port OpenSpades? Write a new game?
Possible, but only once you finish VXW 
Well if you're completely serious...
Voxlap still uses some x86-only stuff; I can send you my current version so you can replace it all with either ARM alternatives or make it completely platform-independent.
Re: ...for mobile?
Posted: Tue Jun 02, 2015 10:59 pm
by longbyte1
Nah, I'd rather not go the JNI approach. Besides it wouldn't work on iOS.
If you really wanted to make a mobile AoS, you'd probably use libGDX so you wouldn't have to port twice.