Quote Originally Posted by code_glitch View Post
Hmm... I barely get 30fps where dead space 2 gets 30+fps on med/high so performance is an 'issue' I would say... I shudder to think of the carnage on a GMA chip
FPS carnage...funny! Yeah, I am working on the FPS issue mate. It probably doesn't help that the engine I am using is a very very good 2d engine, but it has no native 3d drawing routines out of the box (I am working on this too after the competition!). So I am currently emulating the OpenGL pipeline by using equivalent matrices and routines to transform objects from world space to the screen and then drawing them as 2d lines.

Quote Originally Posted by code_glitch View Post
Anyway, I couldn't help noticing one big problem: Memory leak. Shooting boosts memory a few kb, as does a new asteroid - destroying them does NOT make mem usage decrease. I started on 16,714kb RAM and within a minute reached 18,224kb which is a tad worrying
There isn't a memory leak, it is Windows not releasing memory as objects are being destroyed - a well known problem!! The memory gets returned after the game finishes. I could make it so I create a pool of objects at the start of the game that I just reuse and not create/destroy any during the game...

Quote Originally Posted by code_glitch View Post
Otherwise very good game, lots of potential - as an improvement: where lines meet it make a big blob which might be nice to avoid? Kinda reminds me of the original tron and the old amstrad days even though those where before my time I have played with them
The blobs are formed from the line ends intersecting each other and having additive effects with their alpha blended parts..

As you say it is a bit like Tron and I quite like the effect to be honest LOL

Thanks for playing mate!!

cheers,
Paul