I want to use Raylib, but mentioning it here on the fediverse doesn’t get much of a response (I can’t see a raylib community from my instance). My choice of language probably doesn’t help, though.
My first issue is wanting vertex colors on 3D models and I am not getting this (this may be a problem with the bindings I’m using, naylib(nim-lang)). The second would be needing guidance for the 2D polygon text loader that I started.
Maybe I could make simple GUI applications with raygui, but I don’t currently really have many viable ideas on what I would want to make.
To OP: Another potential option is using Godot w/bindings. Design is pretty fast and flexible, then using signals is super easy.
I’ve tested some frameworks (specific to my language, so not really helpful to most), the one that I liked more said it was declarative user interface framework based on GTK
though I would prefer a similar thing for Qt and there wasn’t an ability to automatically scale text size to better fill the available button size (I was testing an adventure-book reader and hoping to use unicode characters).
Frameworks for single page applications (or some other browser-based tech) might be ok for simple stuff. Similarly, I’ve liked the idea of TUI frameworks (yeah, because htop) but haven’t really tried that yet.
The PS2 version looks great after upping the internal res (not sure how much other stuff like filtering/other technicals has an effect). I haven’t compared it, but like most remasters I’m going to just say the data bloat is probably not worth potential fidelity improvements. That and I’d guess any design issues are still baked in, thus similar experience.
EDIT: In Okami’s case I don’t know if the data size is due to uncompressed files or just due to higher-res pre-rendered videos, but either seems wasteful to me. What is live-rendered and what is pre-rendered just seems arbitrary to me, I’d get if it weren’t viable on older hardware but you’d think a remaster could handle it mostly in-engine.