Yes, that's the one! I can't blame autocorrect, just a regular typo
HN user
hbridges
It's loosely based on a 6-station stretch of the Fuji Kyuukou line in Yamanashi. Not sure my environment art really did the real life area justice, but that's how I derived the stations and spacing between them. https://en.wikipedia.org/wiki/Fujikyuko_Line
That's exactly right. The issue I ran into is that the Playdate's CPU doesn't have a lot of juice, and spends a lot of time every frame just filling the screen. There's no specialized blitting hardware or GPU. Hence realtime sprite scaling is not feasible.
I tried making some pre-scaled sprites, and the ROM footprint had to be pretty large to afford enough size steps for reasonably smooth motion as the train moved past objects. Even then, all that sprite drawing was starting to dip the frame rate.
So, I experimented with a pre-rendered approach, and that was a huge unlock. Eventually I was able to wrangle it into something that I think worked even better in the end! The pre-rendered video based approach allowed way more elaborate detail and I didn't have to worry about frame rate anymore.
Do you mean Slipheed? Because that game is insane
I love Densha de Go. DDG Final is one of my top 10 fav games of all time. When I got a Playdate, I had a vision of using the crank as a train's master controller and I was compelled to see it through...
Hi everybody. I'm Hunter, the developer of the game. I saw an uptick in sales over the past few hours and managed to trace it back here.
So pleasantly surprised to see Zero Zero on HN! Thank you so much for the support and I hope all you Playdate owners out there enjoy the game!!
My point is there are fundamental computing concepts that you can pick up by learning C. In a world of high-level, low-LOC languages you can get by without learning those concepts, but it serves your and the ecosystem's best interest to learn them.
Might could do that! Actually one of the biggest mysteries to me for a while was how header files worked, how the compiler finds symbols, build dependencies, linking libs, etc. Having to mess around with Makefiles helps you digest those things, but then Xcode treats them in an entirely different way. #include is a complex beast