Thanks! Hope you'll like it!
Thanks! Hope you'll like it!
follow PalmHeroes on Twitter!
http://twitter.com/palmheroes
Fall 2010.
follow PalmHeroes on Twitter!
http://twitter.com/palmheroes
What is this? A follow-up? Damn, and Oleg the man will probably review it... bugger. Doesn't matter anyway, I'll buy it! Heroes hasn't left my spring board since I bought it... lovely lovely.
This is native VGA graphics for v.2.0
follow PalmHeroes on Twitter!
http://twitter.com/palmheroes
Does that mean... iPad version? I'll be buying an iPad and frankly, I'd love to play with that screen, but hopefully with updated graphics so the hero isn't a tiny blip on the screen. This is maybe THE best iPhone game unless you get into casual games and then the tables change with the requirements.
Palm Heroes team - two big toes and all my thumbs up!
for Ipad version we'll need to think of a workaround for combat... Well it certainly runs on the ipad now as it is. I'll see what we can do. Screen res. change is a very painful hit for any pixelart game, you know...
follow PalmHeroes on Twitter!
http://twitter.com/palmheroes
Yes, that is a huge downer for those games as everything has to be redesigned for new constraints. My favourite heroes game was Heroes 1 because the focus wasn't on resolution, but on just the pertinent information; and its drawings were classic might and magic. I can't wait for what you will do.
What about a graphics scaler/interpolator ala SuperEagle, 2x2, etc.? Those will keep the same pixel count, but smooth out the jaggies and it can look great. I've used these for years with Exult for Ultima 7.
that would need opengl gfx output.
follow PalmHeroes on Twitter!
http://twitter.com/palmheroes
And how lovely it would be too if a dev could figure a way to make it all work on the iPad.