you can as long as you increment every position by 10 pixels
jeana helver
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made this for myself and anyone who wants to put out a game for this jam.
already have the 12 inputs mapped to what i think is somewhat logical
simulating the LCD ghosting these displays where known for and have intentional reduced frame rate ( 15fps but you can change it in the library file if desired)
some preset shapes and patterns just to get you started, i hope the documentation and example explains all you need to know.
you might be looking at the relaunched model there. this jam is about the original nokia 3310 and many of the other early cellphone models nokia made had this display and is 1.5 inches backlit monochromatic 84x46
yes pretty much see that you have a working pipeline to draw stuff on screen, if your not to fermiliar with the engine your using try making a simple pong (or snake clone) to see everything is working just something to check the display functions, sound and inputs. little helper functions I would also still consider if there generic enugh like printing text, drawing shapes, or key rebinding and screen scale options. this would be the maximum amount you could do in my opinion.
is it 3by4 ratio exactly? iv been writing my engine and went with 7by9 pixel ratio that seems approximately alright to me.
also would it be alright to do ghosting and low fps?
if you wanna check out the html5 engine
here is the bare bones setup ill be using
<!DOCTYPE html> <html> <head> <title>RRJ2</title> <style> *{ margin: 0; padding: 0; } .body { min-height: 100vh; } #screen{ margin: auto; display: block; width: 100vmin; height: 100vmin; image-rendering: -moz-crisp-edges; image-rendering: -webkit-crisp-edges; image-rendering: pixelated; image-rendering: crisp-edges; } </style> </head> <body> <canvas id = "screen" width = "32px" height = "32px"></canvas> <scrip> var canvas = document.getElementById("screen"); var ctx = canvas.getContext("2d"); ctx.fillRect(0,0,32,32); </script> </body> </html>