i’m at a crossroads (tetris rambling ahead feel free to ignore if you aren’t interested)
is it really really worth implementing touch controls on this tetris game even if I will never end up using? i’m already just kind of implementing a “portrait mode” which is literally just cropping the screen alla “fit to height”.... but now im wondering if it’s really worth it...... maybe I’ll leave it for later
also I’m a bit bummed that ONLY NOW i decided to test the game on my phone, and to my surprise it runs at 45fps while the pieces are falling, so it appears the collision routine is too much for the game to withstand the 60fps. this is bad, because even though my GPDXD can do 60fps at all times, if the game falls below 60fps, the timer still counts forward in real time, so this could potentially render the game “unwinnable” due to the phone being too old to play the game at full speed (though that’s mostly lazy programming on part of the android runtime, the phone is obviously capable of running a game of such quality at full speed)
i don’t even know if the game is playable on touch controls
so *sigh* my original objective of having a TGM3 clone to play on my GPDXD is still up and going.... but now I’m wondering if it’s really worth coding it thinking about a full “general public” release...
because honestly right now I’m tempted to make it gamepad only, to save up unnecessary coding, that could even potentially slow down the game already... and would also mean OPTIMIZING the code, to be able to run it at full speed on my snapdragon 400 1.21Ghz phone, even though i’m only ever gonna play it on my GPDXD, which has a Cortex A17 cpu clocked at 1.42Ghz
anyway, i’m gonna put “compatibility” on the backburner for now, and focus on making it as playable as I want it.
after all I’m kind of doing this game for only a small group of people who’d ever be interested in it (if you’re one of that few please let me know!!!) but mostly for myself. I mean otherwise i wouldn’t have even started lmao