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Latest Comments by Cheeseness
Trine 2 officially released for Linux
5 Apr 2012 at 2:28 am UTC

So glad to have a native port of this.
I wrote [URL='http://cheesetalks.twolofbees.com/trine2.php']a review[/URL] of Trine 2 last year if anybody needs extra convincing :D

Quoting: "Bumadar, post: 3925, member: 93"i am unsure what to do, love trine and trine 2 on my ps3 but also want to support them on their linux support.......
Buy it for Linux? I can't imagine it being fun at all with a game pad...
If you can't bring yourself to buy it again (this game is worth more than $30 IMO), you could send the Frozenbyte guys some fan mail to make sure they know how much you appreciate Linux support :D

Humble Bundle Home
28 Mar 2012 at 4:05 am UTC

Quoting: "Jeff, post: 3840"Hey guys, please don't actually use this yet! It may look pretty and cool, but it is currently in alpha testing and has a bunch of known issues. Sorry for the confusion, we will be taking it down soon.
May want to change where it says "beta" to "alpha" then :)

Have you guys considered rolling out testing stuff on a different domain? The Humble Bundles are so popular that almost anything you put up will eventually be found by people being creative with URLs (like at the Humble Store stuff that caused an awkward situation earlier this year), and the rest of us are all so passionate about Humble Bundle stuff that there's no way we can resist telling everybody about it.

Can't wait to see this get rolled out when it's ready.

Humble Indie Bundle Android 2
20 Mar 2012 at 7:13 am UTC

I haven't had any problems with Shank or SMB myself.

Assuming you've already identified, subscribed to and submitted any extra details you might have to relevant bugs on the icculus.org bugzilla, it wouldn't hurt to shoot an email to the [email protected] as well (including relevant bug numbers). Maybe they can get Icculus' attention (or one of the other people working on maintaining the Humble Bundle ports).

Humble Indie Bundle Android 2
20 Mar 2012 at 4:37 am UTC

Have you contacted the Humble Bundle guys as well as reporting problems to the developers?

I haven't personally encountered any of the problems you're mentioning.

Deep Black: Reloaded coming to Linux
10 Mar 2012 at 1:39 am UTC

Wow neat. I hadn't watched the trailer before. This does look pretty awesome.

An interview about "Ensign-1"
12 Mar 2012 at 8:26 am UTC

Quoting: "Rustybolts, post: 3690, member: 13"No design notes are taken, but all my assets are there to refer to. I use existing textures sometimes between models, also I use parts of models to help make up the new models. As my skills improve i suspect there will be a gap of some sort but will prob go back to my older models and improve them, to bring them more in-line.
Fair enough :)
The other thing I was going to ask was where you draw inspiration from for the different styles seen in the game. You mentioned using Google image searches a fair bit. Are there any movies, books, artwork or games that have particularly influenced the styles you're using in Ensign-1?

An interview about "Ensign-1"
11 Mar 2012 at 4:26 pm UTC

Quoting: "Rustybolts, post: 3687, member: 13"We have a consistent visual style take for instance the alien models
Yep. I was asking how you go about maintaining that when you've got such a broad range of stuff to be working on. Do you keep design notes to refer back to later, or do you try to use existing assets you've created as visual guidelines (I've taken this ad-hoc approach with projects in the past, and for anything involving more than 20 - 30 assets, I find that there ends up being a style/quality gap between the stuff I did first and the stuff I did last)? Do you cannibalise elements from existing assets to help give consistency to new assets?

An interview about "Ensign-1"
10 Mar 2012 at 1:40 am UTC

Quoting: "Rustybolts, post: 3664, member: 13"We don't produce concept art very often as it would be too time consuming , If it a larger model we will discuss it between ourselves what we would like to bring to the game, then ill probably use google images to gather some ideas that I would like to adapt probably link Brandon to them via Google talk. After a quick discussion on what ideas we like, then i will get right to work taking screenshots at various stages of development. Showing Brandon along the way if we decide its not going quite right we will either scrap the model altogether or adapt what we have until we are happy with it. If its a smaller less important model no discussion takes place we just get on with it.

Interesting. Thanks for sharing.
Do you put effort into maintaining a consistent visual aesthetic, or do you have a more organic approach to art direction?

@Brandon - will these things allow me to shoot telekinetic bullets from my fingers for real, or just make me feel excessively uncomfortable?

An interview about "Ensign-1"
8 Mar 2012 at 4:08 pm UTC

I'm both enthralled and repulsed?