Latest Comments by Cheeseness
Ensign 1 updates!
23 Jun 2012 at 7:21 am UTC
23 Jun 2012 at 7:21 am UTC
I've played around with Simon a little. There's also Sphinx and Jasper, but none of them are complete systems on their own. Voice stuff on Linux is pretty immature (have a look into it though - it'd be pretty awesome).
Ensign 1 updates!
21 Jun 2012 at 4:23 am UTC
21 Jun 2012 at 4:23 am UTC
Muchly liking the new cockpit.
New explosions look great too.
New explosions look great too.
Cheese Talks To Robert Kooima (about Neverball)
21 Jun 2012 at 4:42 am UTC
21 Jun 2012 at 4:42 am UTC
Quoting: "Bumadar, post: 4723, member: 93"right, first of all there are only negative answers in the poll, which is a bit silly.One thing that may not be immediately obvious about me is that I'm an exceptionally silly person :D
Quoting: "Bumadar, post: 4723, member: 93"secondly, what I do miss a bit in part one a refrence to the history if neverball, to me the game was new and it was only through this post that I saw the link to the history, I know now its also on your side to the left but somehow that little menu does not work very well on an android tablet and its default browser :)Actually, there are three links to RLK's full response on the first page of the interview. I'll see what I can do about making them more obvious and maybe put a link on the interview's second page.
Quoting: "Bumadar, post: 4723, member: 93"thirdly, a nice and interesting interview and I enjoyed it.Thank you very much. It was a joy to put together ^_^
Unity 3D adds Linux support!
18 Jun 2012 at 10:59 pm UTC
18 Jun 2012 at 10:59 pm UTC
I can't even get the site to load >_<
Ah here we go. This loads for me: http://unity3d.com/unity/4/faq#linux [External Link]
Ah here we go. This loads for me: http://unity3d.com/unity/4/faq#linux [External Link]
Humble Bundle seeking Linux developers!
14 Jun 2012 at 5:30 am UTC
14 Jun 2012 at 5:30 am UTC
Makes me wish I had a little more porting experience :/
Anomaly GNU/Linux version available from official website!
8 Jun 2012 at 3:54 am UTC
8 Jun 2012 at 3:54 am UTC
You can't really count Rage since it's not native...
There's nothing wrong with a) being happy to run games on the lowest settings, and b) seeing developers take advantage of/test with open source drivers.
There's nothing wrong with a) being happy to run games on the lowest settings, and b) seeing developers take advantage of/test with open source drivers.
Core Breach aiming to go open source!
7 Jun 2012 at 9:00 am UTC
7 Jun 2012 at 9:00 am UTC
Hmm, so is that 33,333 sales in total, or 33,333 sales from now? It'd be nice to have an idea of how far away that is (or at least how far away the countdown is).
I get it - open source is better!
7 Jun 2012 at 5:27 am UTC
I think bararma was talking about the kind of user<->developer collaborative aspect that helps drive most non-game open source projects (I think I know what one of the major contributing factors for this is, but that's probably a discussion for another time), which is what an open source game would need to be able to have to thrive (at least so far as being an community driven project goes). You're right though - game developers are often (though not always, of course ;) ) awesome, open, genuine people.
Sofox, thanks for sharing that link. I hadn't come across it before. It's particularly interesting to see that they've had some small positive outcomes from bootleg versions.
An example that I find interesting is Jack Claw. Frozenbyte had hoped to build a community driven project that could benefit from a collaborative development model, but still fall back on direction and support from an established development studio, but it didn't quite reach critical mass and fizzled pretty early on.
7 Jun 2012 at 5:27 am UTC
Quoting: "MyGameCompany, post: 4576, member: 68"That's not quite true. I went to GDC back in 2004, and I was pleasantly surprised at how open and helpful game developers are (both indies and AAA devs).
I think bararma was talking about the kind of user<->developer collaborative aspect that helps drive most non-game open source projects (I think I know what one of the major contributing factors for this is, but that's probably a discussion for another time), which is what an open source game would need to be able to have to thrive (at least so far as being an community driven project goes). You're right though - game developers are often (though not always, of course ;) ) awesome, open, genuine people.
Sofox, thanks for sharing that link. I hadn't come across it before. It's particularly interesting to see that they've had some small positive outcomes from bootleg versions.
An example that I find interesting is Jack Claw. Frozenbyte had hoped to build a community driven project that could benefit from a collaborative development model, but still fall back on direction and support from an established development studio, but it didn't quite reach critical mass and fizzled pretty early on.
I get it - open source is better!
6 Jun 2012 at 12:38 am UTC
6 Jun 2012 at 12:38 am UTC
Sorry, Liam - I should have mentioned that stuff like Frozenbyte's source releases were done so under non-free licences.
As berarma says, the big thing is making sure that a source release (or a Free Software release) must be in line with a developer's goals and visions, and they need to understand the implications are as well as what the impacts (both positive and negative) will be for their users/communities.
It's relatively unexplored territory, and understandably, many of those developers who are aware of and see positive aspects are still wary of the unknowns (mostly relating to whether or not it's possible to draw a revenue stream from an open sourced game). For most developers who have gone down that path (again, as berarma has pointed out), the way to mitigate those unknowns is to wait until a game has either recovered its development costs or passed its peak of profitability, and then release source. I'd be very interested to see how Doom 3's sales have been after their source release - I know that's when I bought it ;)
As berarma says, the big thing is making sure that a source release (or a Free Software release) must be in line with a developer's goals and visions, and they need to understand the implications are as well as what the impacts (both positive and negative) will be for their users/communities.
It's relatively unexplored territory, and understandably, many of those developers who are aware of and see positive aspects are still wary of the unknowns (mostly relating to whether or not it's possible to draw a revenue stream from an open sourced game). For most developers who have gone down that path (again, as berarma has pointed out), the way to mitigate those unknowns is to wait until a game has either recovered its development costs or passed its peak of profitability, and then release source. I'd be very interested to see how Doom 3's sales have been after their source release - I know that's when I bought it ;)
The Humble Indie Bundle V Reddit IAmA - A Summary
5 Jun 2012 at 4:46 am UTC
I think if you have real concerns, it would be worth emailing the Humble Bundle guys and explain them in an honest and rational manner.
See, this is where it starts to get complicated. I like to hope that the Humble Bundle promotions lead to some level of continued interest in Linux support by developers who have been included and encourage other developers to consider it. It's great that the games included in the bundles are ported, but (hopefully) the real value lies beyond that.
If using wrappers like Wine is seen as an appropriate way to satiate the Linux market by developers, then I think that longer term, this would mean less developer attention for Linux and *less* Linux support (even for "normal" users). Obviously this isn't an issue for Limbo because CodeWeavers are looking after it and making sure it's maintained, but as I say, the bigger picture is stuff that's outside the Humble Bundle promotions.
5 Jun 2012 at 4:46 am UTC
Quoting: "Bumadar, post: 4458, member: 93"Its a bit sad that the HiB guys are looking at none native Linux games as an option, I do fully see where Hamish and his petition are coming from but to be honest I think we passed that junction already.
I think if you have real concerns, it would be worth emailing the Humble Bundle guys and explain them in an honest and rational manner.
Also for the "normal" user if I may call them that, in the end what counts is the fact if it works and not how it works and more games on linux is a good thing in the end.
See, this is where it starts to get complicated. I like to hope that the Humble Bundle promotions lead to some level of continued interest in Linux support by developers who have been included and encourage other developers to consider it. It's great that the games included in the bundles are ported, but (hopefully) the real value lies beyond that.
If using wrappers like Wine is seen as an appropriate way to satiate the Linux market by developers, then I think that longer term, this would mean less developer attention for Linux and *less* Linux support (even for "normal" users). Obviously this isn't an issue for Limbo because CodeWeavers are looking after it and making sure it's maintained, but as I say, the bigger picture is stuff that's outside the Humble Bundle promotions.
- Wine 11.6 is an exciting release to make modding Windows games on Linux simpler
- DOOM Eternal is now available on GOG
- Chiaki-ng the open-source PlayStation Remote Play app gets better streaming quality and stability
- Valve recently confirmed Steam game pricing updates across different regions
- Steam Beta adds Remote Downloads Management
- > See more over 30 days here
- The Great Android lockdown of 2026.
- Linux_Rocks - Lutris alternatives
- Caldathras - Away all of next week
- scaine - What Multiplayer Shooters are yall playing?
- Strigi - New Desktop Screenshot Thread
- Hamish - See more posts
How to setup OpenMW for modern Morrowind on Linux / SteamOS and Steam Deck
How to install Hollow Knight: Silksong mods on Linux, SteamOS and Steam Deck