A port of Crazy Gravity Portable I made some 12 years ago in my stereotypical bedroom.
The original game was made for the PlayStation Portable, which had a lively homebrew scene. Only C++ was available as a toolchain, but my game ran in a Lua interpreter. It achieved some 20fps.
With the original system having a resolution of 480x272, porting is a matter of resizing the viewport, replacing all the game engine calls and converting the sprites to 1-bit. I also found out that not all Lua functions are available, but found a way to probably repackage and load level files faster than before. Thanks @Nic
I used Canvas Dither to convert the colored sprite to 1-bit using atkinson. Still thinking about how to translate the color-coded gate keys to this platform
Project is available at https://github.com/ninovanhooff/Crazy-Gravity-Playdate and completely unoptimized right now (full screen redraw every frame).
I would love to see this being played on hardware, plz post a video
cgpd.pdx.zip (1.1 MB)