Don't blame the screenshots for they are incredible. The screenshots were taken with the utmost care by the leading experts in the field (of screenshot taking).
The best technology currently available (both software and hardware) was employed. No expense was spared.
It's clear even to your untrained eyes that the colors are vibrant,
the contrast is delicate, and the lighting is nothing short of awe inspiring.
Unfortunately, the exquisite screenshots capture Jugglin' graphics which... suck real bad.
Note: Unlike many other games, seeing Jugglin' in motion does not justify the state of the graphics.
Jugglin' produces the best graphics Windows can provide without using DirectX.
This isn't an endorsement of DirectX, but rather a damning indictment of how incredibly slow native Windows graphics are (GDI).
Don't blame Microsoft. <rant>Blame mankind and it's need for complete hardware interchangability and backward compatibility.
Slow native Windows graphics are the price we all pay for an OS that supports both hardware created 10 years ago in my Dad's garage, and NVidia's latest vunderkind.</rant>
Thanks to slow native Windows graphics, if I improved the look, the game would slow down (otherwise known as the dreaded framerate drop).
Currently, the game degrades after 10 balls. Imagine what would happen if I added nice background images, bitmapped faces and hot animated
babes
(aside from the increased sales).
Why didn't I use DirectX?
-
At the time I started Jugglin', VB didn't integrate with DirectX.
When DirectX became viable, I had already built a native Windows graphics engine. I'm not joking.
For me, deleting that code is the equivalent of you killing the 4 year old child you raised, debugged and troubleshot from birth.
- I didn't know the graphics would look that bad.
Considering Jugglin' uses the same graphics engine as Microsoft Office,
Jugglin' looks freakin' fantastic!
p.s. When was the last time you saw cel shading in SQL Server?
p.p.s. Still blaming the screenshots? Blame yourself!