How To

How to know what OS LowRes is running on ?


G-9 2020-10-17 17:38 (Edited)

I would do this :

‘optimized controls for PCs
‘optimized controls for iPhone
‘optimized controls for GameShell

Did its possible, or there’s a trick to do that ?

Timo 2020-10-17 18:17

It's not possible on purpose. The idea is, that LowRes NX is already optimized for different platforms, so you don't have to worry.

Whenever possible use GAMEPAD for your games. It has limited controls, but is best for multi-platform and different controllers (e.g. real gamepads). Don't use keyboard input for WASD controls for example.

G-9 2020-10-17 18:27

Yea but gamepad on PC is more optimized because there are real keys ... on iOS its a little bit complicated ;)

Timo 2020-10-17 18:52

What kind of game do you want to make and which controls do you need?

was8bit 2020-10-18 04:26 (Edited)

Hmmm, how about a third controller option? Turn based strategy games could use a controller interface with a different layout...

Intellivision had a unique controller... With a graphical overlay, the basic controls were a 12 button page, with a disk foe mouse-like control, and 4 extra little buttons on the side...

... for lowres, maybe a circle that coulc function a little like a mouse (drag=move cursor, tap=click) and a pop up number pad that one could overlay graphics and it would allow several definable button options

Ok, i am most likely being complicated and silly, but there have been a few times where using the top keys of the keyboard to control a game would nice, but it isnt designed for that function...

I can always MAKE touch buttons, but then you lose the arrow keys.... and you have to make them 2x2cells big to be compatable with iphones....

... maybe not a 12 numbered set of buttons perhaps, but perhaps something slimmer, like a whole single row of buttons along the bottom of the screen, for slower turn based games, so maybe in this mode you have the arrows, and instead of AB pair you have instead 6 keyboard shaped buttons in a row at the bottom, for 6 different control inputs into the game... like (OOOOOO) maybe even have them lettered ABCDEF ..

was8bit 2020-10-18 04:28

Being able to add a graphical overlay over the buttons would be a neat option, tailered to the game..

moechofe 2020-10-18 06:37

I am concerned by this question. My game is using touchscreen because I’m developing on iOS. It is playable on the desktop, but the feeling is not great.

The principle of providing the same API and behavior on any device is a great idea, but the implementation of Lowresnx is simple and a little bit naive. It makes it simple for developer and user but didn’t give the best possibility for each device.

A touchscreen will never give the same feeling than a hand controller. You can draw a fake button on the screen, but they will never give to your finger the sensation of a pressed button. And feedback is responsible by half of a good input feeling.

A d-pad can draw a cursor on the screen but will never allow to move it with the precision of a mouse or a finger.

Lowresnx allow us to create any game, but for cross plateform game, the reality is different. Let me explain this with some examples:

For a platformer game, a controller is the best. There is still good game on mobile but do not emulate a simple d-pad. One solution is to simulate a d-pad that will change the center of the cross where the user put his finger. Other games simply don’t use a d-pad and users need to tap at the left or the right of the screen to move the character.

For a strategic game, a mouse is the best. The probably "best" emulation is the Valve controller that simulate a touchpad. Other alternative are just slow. On Lowresnx, you can use touch buttons, but without drag-and-drop, wheel, second and third buttons, and precision.

For a casual game, a touchscreen is the best. Using a finger is very intuitive and small screen force developers to create UI with big buttons.

On Lowresnx, a cross platform game that give the best control on all device is probably the most simple: touchscreen with big green button.

Any other games should IMHO provide two versions, one for touchscreen and one for a controller, and using a simple test to detect the device like OP ask is not enough. A plateformer that provide different controls because it is available on desktop and mobile should also adapt the gameplay and difficulty according to the pros and cons of each device.

That was a little bit long. -_-

Timo 2020-10-18 08:44

Of course that's true, but LowRes NX was never intended to be a multi-platform engine to create professional games, but to have a little development playground which works well enough on different platforms without having the developer think too much about it. It's still a fantasy console.

I guess the problem is, that LowRes NX is already too "powerful", you CAN make quite big games and applications. It was supposed to be more like a toy. I guess that's why it's not that successful, because it doesn't have a clear focus. Actually it has: Being authentic to old hardware, but this is for most users more a stumbling block than the reason they use it.

I kind of miss the 64x64-pixel origin of LowRes Coder, even thought about going back, but making another LowRes Coder would be too much :O

was8bit 2020-10-18 11:37 (Edited)

I think the REAL problem is

1) there are just too many free games available in abundance

2) too many people today are just too lazy to make things for themselves (fast food stores for example.. i grew up the whole family worked to grow our food to survive)

3) there is an abundance of free entertainment online in general. I grew up playing outdoor games, indoor board games, did outside nature trips (woods, boating,etc) and only watched 2 hrs of cartoons a week (saturday mornings) on an old tube tv... NOW the young generations are glued to their phones constantly being entertained with free junk ...

... few remain who can create their own entertainment... most have been breed to be lazy and expect to be entertained constantly and for free.... :/

(In my personal opinion)

Timo 2020-10-18 12:23

I don't agree. There are so many creative tools with active communities. It's not all bad these days ;)

Timo 2020-10-19 09:07

Yes, it's true that most of the people are quite addicted to their phones (or any Internet device). A big difference between digital devices before they were always online, is that they were tools to create or play something. You had to be active. Now that everything is always online, devices always give you new content you can watch passively. It's great that they CAN do it, but you have to be careful that you don't use them too much for procrastination.

Timo 2020-10-19 09:59

It's an interesting topic :) But yes, let's stop it here.

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