The Following User Says Thank You to cb00 For This Useful Post: | ||
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2010-03-31
, 08:39
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Posts: 2,361 |
Thanked: 3,746 times |
Joined on Dec 2007
@ Berlin - Love this city!!
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#2
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2010-03-31
, 14:38
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Posts: 1,559 |
Thanked: 1,786 times |
Joined on Oct 2009
@ Boston
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#3
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Brain Party relies on SDL, SDL Mixer, SDL TTF, SDL Image, SDL GFX and OpenGL.
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2010-03-31
, 19:24
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Posts: 25 |
Thanked: 62 times |
Joined on Mar 2010
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#4
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2010-03-31
, 19:42
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Posts: 2,361 |
Thanked: 3,746 times |
Joined on Dec 2007
@ Berlin - Love this city!!
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#5
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- Why would OpenGL take some work? I haven't coded for Maemo before, but the SDK seems to say that OpenGL ES is supported just fine. And there's QGLWidget, if Qt is acceptable.
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2010-03-31
, 20:06
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Posts: 25 |
Thanked: 62 times |
Joined on Mar 2010
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#6
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2010-03-31
, 20:47
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Posts: 2,121 |
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Joined on Mar 2008
@ Oxford, UK
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#7
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2010-03-31
, 22:29
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Posts: 1,559 |
Thanked: 1,786 times |
Joined on Oct 2009
@ Boston
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#8
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The Following User Says Thank You to Flandry For This Useful Post: | ||
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2010-04-01
, 14:08
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Posts: 1,391 |
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Joined on Sep 2007
@ Vienna, Austria
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#9
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2010-04-01
, 14:11
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Posts: 2,361 |
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Joined on Dec 2007
@ Berlin - Love this city!!
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#10
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That takes space off the short side (the 480), whereas the game is a bit too short on the long side (the 800). The game should most likely be run in fullscreen "portrait" mode (even if the portrait is simply faked by setting the viewport accordingly).
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http://www.tuxradar.com/brainparty
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cb00
http://www.freemaemohelp.com