Graphics quality improvements

I decided to make some changes to Little Bouncing Ball's graphics; now it will automatically adjust the rendering quality on the fly. If the framerate is below 45 it will decrease the quality to try to get it to run at around 60; if it's above 55 it will raise the quality up to the actual displayed resolution.

The algorithm could use a lot of work (in particular it'd be great if I could get the actual render timing so that I could target 60 precisely - there probably is a way but I haven't looked into it just yet) and I will eventually move this to common functionality so that all games can benefit from it, but LBB in particular had a particular need for this, I felt.

Other changes since the last devlog:

  • Minor fixes to how I apply versioning (makes version numbers even more clear, and makes it easier for me to manage them)
  • Improve the way circles are drawn as well (now that they can actually be ultra-crisp)
  • Build target for dropleaf distribution (doesn't affect you any, but it makes my life a heck of a lot easier!)

Anyway, I've started to finally sketch out track 7 (Flight) and will hopefully actually have something playable by the end of the month, depression/pain/etc. permitting.

(Incidentally my reason for doing this stuff was less to improve LBB and more to finally familiarize myself with LÖVE's coordinate trnasform system, which I intend on using from the ground up for Flight. But LBB looks so much nicer on my 1440p monitor...)


macOS, x86 64-bit 39 MB
Version Dec 09, 2017
Windows, x86 64-bit 29 MB
Version Dec 09, 2017
Windows, x86 32-bit 29 MB
Version Dec 09, 2017
LÖVE bundle (requires LÖVE 0.10.2) 26 MB
Version Dec 09, 2017

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