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Latest Comments by Cheeseness
GOG com Now Officially Support Linux Games
25 Jul 2014 at 6:13 am UTC

Quoting: BumadarOnly bad part really is that steam does not like a .sh so that is why the .desktop file is the simplest.
You can add .sh files if you want (I added one yesterday). Just choose "All Files" from the File Type dropdown. If you care about icons, you'll need to add one yourself, but you can do that after you've added it as a non-Steam game.

GOG com Now Officially Support Linux Games
24 Jul 2014 at 12:41 pm UTC Likes: 1

Quoting: BdMdesigN
Quoting: CheesenessOnce some ScummVM titles hit, I'm sure we'll see Beneath A Steel Sky, Lure of the Temptress and Teen Agent (also free) being available to Linux users as well.
Why you will see "Beneath A Steel Sky" on GOG?
Its opensource and you can get it on your Distribution for free. I have it over 8 years in my openSuSE resopitories.
These games are already on GOG and free to all account holders (you should have them in your library there already even though they don't offer Linux support for those titles).

You're right in that for most Linux users, there's nothing new that comes from that. I was just listing the free titles on GOG that would be available on Linux when they start adding ScummVM support ^_^

GOG com Now Officially Support Linux Games
24 Jul 2014 at 10:24 am UTC Likes: 1

Quoting: sakurazukaNice thing is that one of Linux GOG is actually a free game so anyone can try it out.
There are two, actually! Dragonsphere [External Link] and Stargunner [External Link] are both free. Once some ScummVM titles hit, I'm sure we'll see Beneath A Steel Sky, Lure of the Temptress and Teen Agent (also free) being available to Linux users as well.

GOG com Now Officially Support Linux Games
24 Jul 2014 at 10:09 am UTC Likes: 1

Quoting: wolfyrionI want to start supporting gog as well by buying games from their store but I want every game I purchase to be on my steam account as well , so this is the only thing that is stopping me from buying from them.
It's really interesting to see the aversion that Linux gamers have to adding non-Steam games to their Steam libraries. Windows gamers do this all time and see it as a way to get the convenience of a centralised launcher without being limited to stuff from the Steam store.

Edit: Personally, I've never really made use of that feature, but it's interesting to see the differences in perspective between users on different platforms.

Quoting: rustybroomhandleJust remember, everyone: Report bugs and give feedback politely. No need to carry on like a bunch of savages. That is all, thank you.
Some sage advice :)

Get Your Dancing Shoes On, Crypt Of The Necrodancer Comes To Linux Soon
18 Jul 2014 at 3:54 pm UTC

Quoting: Guest
Quoting: Cheesenessthe second zone becomes a skill wall that prepares you for the rest of the game.
To me that sounds like “the second zone is suddenly way more difficult with no progression and no hints to help the player, and if it’s too hard for you then we don’t care about you”… Hopefully I’m wrong.
Hmm. I see it as an important gating mechanism that makes sure that players don't feel the way that you describe when they reach later parts of the game. It's the point at which difficulty starts ramping up, but you still feel like you're learning all the time (or at least I did). It introduces a couple of new enemy types which encourage you to hone particular play styles.

With enemy movement styles being very readable, the game gives you plenty of opportunity to learn the new stuff that's introduced. It's the emergent complexity from variations in procedural level generation and enemy placement combined with different equipment that become the challenge rather than the new enemy types.

In "normal" mode, the game only lets you play through one zone at a time. If you play zone 2 in normal mode, you'll always be playing with default equipment, meaning that you'll never end up feeling more disadvantaged than your first exposure (which makes practicing feel easier/fairer than it does in something like Spelunky when using the shortcut tunnels).

Get Your Dancing Shoes On, Crypt Of The Necrodancer Comes To Linux Soon
18 Jul 2014 at 2:50 pm UTC

Quoting: GuestYeah, often rythm games are extremely difficult… For example the recent « Fredric » games on Steam, the first level of the demo is way too hard. And no way to train at a lowered pace.
Crypt of the NecroDancer has a pretty good learning curve to it, IMO. The first zone isn't too hard, and is enjoyable in its own right, the second zone becomes a skill wall that prepares you for the rest of the game.

There was also a new playable character added with the last update who doesn't have to move in time with the music (instead, all enemies move in time with his movement, creating a more "turn based" environment that might be a little easier to get the hang of).

Unlockable training stuff was added recently as well, which lets players choose a particular enemy to face off against to learn/practice against their patterns.

The developer has talked about how he sees NecroDancer as being inspired by Spelunky in terms of being an "accessible" roguelike-like. It's easy to jump in and feel like you're playing, but there are also skill walls like the second zone which Liam mentioned (that'd be the equivalent of the Jungle in Spelunky) that are there to make sure you're prepared for the challenges ahead before you can proceed.

I went into a bit more detail in my first impressions article back in May.

Quoting: DrMcCoyTo the beat of the music, with your own mp3s?
Probably not the perfect game for some Sunn O)))? :P
I haven't tried any metal, but it works OK with some original acoustic recordings. I haven't tried to get custom music running in a while, but last time I did, the beat file generator wasn't included with the game and getting my own tracks in was a bit fiddly. The developers have said that the final game should include the ability to do all that in-game on all platforms.

With the game's fantastic soundtrack, I've found it hard to justify keeping custom music in though :D

Unity Looking To Expand Linux Game Pad Support In Unity 5
16 Jul 2014 at 2:01 am UTC

Quoting: aislanShut up and bring editor to Linux!!! :><:
Surely you understand just how inappropriate and counterproductive that comment is in this context. I hope very much that you will edit it and find other, more productive ways to request editor support that show a little more respect for the people whose efforts you are hoping to engage.

Grim Fandango Will Be Reaping Its Way Onto Linux!
11 Jul 2014 at 11:03 am UTC

Quoting: SXXStill I doubt he mean they're going to use GPLed code in their project. :S
Right, but that's not what I was saying in the post that you quoted...

Grim Fandango Will Be Reaping Its Way Onto Linux!
11 Jul 2014 at 4:36 am UTC

Quoting: SXXAs I see in license files ResidualVM is under GPLv2 (previously was LGPLv2.1) and I seriously doubt you can use any GPLv2 code in console game. E.g it's extremely tricky to integrate it with internal services, proprietary SDK, APIs, proprietary compilers and other libs, etc.
Individual contributors are free to allow their own work to be used under an alternative licence. ResidualVM's contributor list is larger than I thought it was, but that doesn't mean there isn't still opportunity for something to be worked out there.

It's difficult to come up with a different interpretation of Tim's comments towards the end of that video. He does say that it's something that they're trying to do, so whether or not that's successful is another matter.

Grim Fandango Will Be Reaping Its Way Onto Linux!
10 Jul 2014 at 2:05 pm UTC

Quoting: Segata SanshiroThat is good news then! Just hope they do Discworld Noir :P - haven't been able to play that in years, I think it only works on Windows 2000/ME, or Plystation but I lost the box for that.
I would dearly love to play that game again too. I've never had any luck running it in Wine.

Quoting: SXXLet's say fair. Double Fine is unique studio, but I seriously doubt that they're going to swap their own proprietary engine to something else. I also doubt they'll going to use formats/features compatible with engine from 1998.
To be honest, I'd be surprised if they ported Grim to Buddha (I don't know what their intentions with tech are at this point, though I'm happy to be pleasantly surprised).