kurosu wrote:On a side note, I've quickly browsed the code, seeing float used in many places. Wormux requires fixed point for some parts linked to networking to achieve proper reproducibility between platforms that floats don't allow.
Network code allows for slight differences in item positions - I'm still rewriting it, I think I'll never finish

and ppl will use old incompatible versions anyway

.
kurosu wrote:pelya wrote:Plus it requires 4 additional buttons,
Wormux might be simpler, but I guess you now understand how touch-only devices are not a priority target.
Yeah, they should've designed that Android phones with key layout of Sony PSP.

I can't imagime myself buying such an expensive device just to do phone calls, it's definitely for gaming.
kurosu wrote:pelya wrote:until we'll have on-screen keyboard.
How do you intend to do this? In the case of Wormux, there are a number of text entries that require keyboard. Ideally and naively, I would have imagined the native Java keyboard associated to a hidden Java text entry that would receive the input text. Not sure if associating one Java entry per native entry (requires allocation from native code, with risks of improper deallocation & the like) or a single Java entry for all natives entries, and exchange of the string.
That might work for text input (though I think we won't be able to make it half-transparent).
For plain game action you need different keyboard - on-screen arrow keys + huge Fire and Jump buttons, and some smaller, like Menu/Pause etc.

or maybe

well I can draw you tons of such layouts.
Most probably I'll just draw semi-transparent images of buttons over the already drawn game screen inside SDL_Flip(). I even imagine doing some simple alphabet using line-drawing routines only, if it will be semi-transparent we can fill whole phone screen with huge QWERTY buttons, not just small buttons in lower part of screen as it is done in other Android apps.
kurosu wrote:While I am at annoying everyone with my musings, at some point I shall look into JNI for the http get we do with curl. This is a waste to have a full blown library to do this while the OS already provide
Better don't - libcurl is an awesome library (and it's tiny too), and Java HTTP classes suck.
kurosu wrote:pelya wrote:I thought of porting some not so complicated game, like TeeWorlds for example.
Every other day, I seem to discover a Worms derivative with impressive advantages over Wormux. Hard to not feel depressed.

It's not Worms clone, it's Liero clone (which is technically a Worms clone but realtime, kinda another genre).
On the other hand, porting OpenLiero (not OpenLieroX) to Android will be easy, however it still requires 3 buttons for game actions, and to dig into dirt you have to press Left&Right at the same time, which is impossible with joystick/trackball/whatever.