MACHINES on mobile devices?
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This (or something similar) could help us make the game popular again!
http://www.androidnova.org/run-windows-xp9895-on-your-multi-core-android-phone/
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@bilal
An image is worth 1000 words? Hahaha
I guess that's almost like saying: "problem solved"! -
@Pisarz
Haha, of course if we were to actually release it for tablets the visual quality would need to tinkered with. The gameplay would probably also need to change as there might be support for more units than an android device can run smoothly. -
Well, I don't think that it would require limits on the number of units, since most Android devices have higher clockspeeds and more ram than the 233 MegaHertz Pentium II I originally used to play this on. That computer also has only 64 Megabytes (!) of RAM, so it's definitely outclassed by all but the bottom-of-basement Android phones and tablets. The graphics, though, might need to remain as they are currently, and not be upped to full HD quality except on the best devices.
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@sd70mac
I was talking in terms of a version on Unreal, but yes the original machines would run fine on android. -
What about a simple dropdown menu before the game of "max units" and a script that detects the system and warns the user if he selected the "max units" above his optimal specifications?
Though the specs may vary and there should be some testing done, but then again the users can "test" the fps rate based on unit count for you to collect and thus optimize the "max units" in menu better. For example users could agree in the begining to send data to you (so the servers won't get overflooded) and when their fps drops below let's say 20, it sends a short xml or whatever of unit count and system specs.
Here's a quick example:
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@Byrgius
Yup, we could do the unit cap warnings based on averages of user spec performance.