Latest Comments by berarma
Linux overtakes Mac on Humble Indie Bundle 6!
7 Oct 2012 at 6:42 am UTC
This is a quote from the Torchlight porter at http://forums.runicgames.com/viewtopic.php?f=24&t=33348&start=100 [External Link]
I'll have to agree with those saying they're going too fast. It doesn't make sense that they're already busy with the next bundle when there's still important bugs to fix and even a game still not released at all in the current one.
7 Oct 2012 at 6:42 am UTC
Thanks, I've been working hard.. And I do apologize for all of the issues so far on this port. This port has not been very kind to me compared to the rest of the ports I've done, but it will get there in short order. (which Dustforce and Shatter where mine as well). I am still working through remaining bugs, so expect some more updates over the next few weeks.. they probably won't be coming out as often as things have already started ramping up for the next bundle.
This is a quote from the Torchlight porter at http://forums.runicgames.com/viewtopic.php?f=24&t=33348&start=100 [External Link]
I'll have to agree with those saying they're going too fast. It doesn't make sense that they're already busy with the next bundle when there's still important bugs to fix and even a game still not released at all in the current one.
Linux overtakes Mac on Humble Indie Bundle 6!
25 Sep 2012 at 8:31 pm UTC
Sure, but it's working pretty well here on my netbook despite said bug. I hope they fix all the remaining bugs soon.
25 Sep 2012 at 8:31 pm UTC
Quoting: "whizse, post: 5555, member: 126"Nope.
This port was very, very rushed. They could have used another month of beating on it in testing :-/
Sure, but it's working pretty well here on my netbook despite said bug. I hope they fix all the remaining bugs soon.
Linux overtakes Mac on Humble Indie Bundle 6!
25 Sep 2012 at 4:38 pm UTC
Is the faceless bug fixed?
25 Sep 2012 at 4:38 pm UTC
Quoting: "liamdawe, post: 5546, member: 1"Ps. There is another new Torchlight build out for Linux with more fixes. yippe!
Is the faceless bug fixed?
We have a problem please help!
13 Sep 2012 at 7:44 am UTC
13 Sep 2012 at 7:44 am UTC
It's good but still strange that CPU is an issue. It could be that the software is badly optimized, the lack of a PHP cache, or maybe it's just some extensively used feature that is too demanding, like maybe the shoutbox or rss feed.
I get it - open source is better!
7 Jun 2012 at 7:29 am UTC
I' m glad to know collaboration is happenning, at least between indie developers. Still, I'm not talking just about helping each with their code, opensource doesn't necessarily encourage this kind of collaboration between developers. I meant using more and more common code, I mentioned sharing libraries, tools and engines. Currently almost everyone is developing a lot of code from scratch, I suggest working on the same engine/tools/libraries, when it makes sense.
Why opensource it? If that's meant as an honest and truly collaborative effort, why not? If it's good, more and more people will start using your engine, you can get help from that people, your engine will run on almost everything and some of your users will praise you. It can be seen from the other side, you can benefit from using a good engine someone else made opensource, and you can help him make it better.
When I say engines I could say any library or tool that could benefit others and you could benefit getting some help from those others interested. You could do all this with your friends without opensourcing, but opensource can get you new friends.
7 Jun 2012 at 7:29 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 was at the IGF Pavilion, demonstrating my Fashion Cents game which was a finalist that year, and lots of devs came by, looked at the game, and offered great suggestions for improving gameplay in areas I hadn't thought about (e.g., a 2-click alternative to drag and drop for laptop users with trackpads, printing the colors of the pieces on tooltips for color-blind users, ideas for additional power-ups, etc). They also offered publishing tips, and in some cases introduced me to publishers they knew. Most game developers I met weren't at all like the reclusive basement/bedroom coders that I envisioned.
Some indies also collaborate together on various things of mutual interest. I worked with with Gianfranco Berardi at GBGames, Roman Budzowski at Anawiki Games, and Ilya Olevsky at Valen Games (which has since closed up shop) on our Linux ports - we all worked together over e-mail to figure out how to build distribution-independent binaries, and freely shared information we learned. Erik Hermensen over at Caravel Games put me in touch with Jerry Jo Jellestad, who spent many patient weeks over e-mail teaching me the ins and outs of building Linux binaries and installers - he certainly didn't have to do that, given his busy schedule. Gianfranco and I still frequently collaborate to this day, helping test each other's games, sharing new Linux tips we come across, marketing tips, etc.
Going open source would certainly help devs collaborate better, though I don't see devs jumping in and helping code each other's games. Rather, I see devs looking at each other's code to see how they made something work. But then again, the aforementioned guys and I have privately shared some code over the years help each other get something working, so we didn't necessarily need to publicly open our source for that.
I' m glad to know collaboration is happenning, at least between indie developers. Still, I'm not talking just about helping each with their code, opensource doesn't necessarily encourage this kind of collaboration between developers. I meant using more and more common code, I mentioned sharing libraries, tools and engines. Currently almost everyone is developing a lot of code from scratch, I suggest working on the same engine/tools/libraries, when it makes sense.
Why opensource it? If that's meant as an honest and truly collaborative effort, why not? If it's good, more and more people will start using your engine, you can get help from that people, your engine will run on almost everything and some of your users will praise you. It can be seen from the other side, you can benefit from using a good engine someone else made opensource, and you can help him make it better.
When I say engines I could say any library or tool that could benefit others and you could benefit getting some help from those others interested. You could do all this with your friends without opensourcing, but opensource can get you new friends.
I get it - open source is better!
5 Jun 2012 at 11:29 pm UTC
5 Jun 2012 at 11:29 pm UTC
Good summary, but you didn't mention the Frogatto case, very interesting IMHO.
I don't think any developer should go open source without making sure it would be good for him/her. Free software should be a win for everyone, as much for the user as for the developer. It's worked for others, it could work for games too.
One reason for developers to go opensource is collaboration but this is where the game industry seams weak. There's a lot of competition and very little to no collaboration. Great amounts of collaboration could go on the technical level, I mean game engines, and the competition should be taken to the creative level. I think specially indie games could benefit from that collaboration. One way for indies to go opensource could be considering the use of free engines, tools and libraries and collaborate in their development, that way they're helping each other and saving money on licenses, making users happier and earning more money from their sales.
I don't think any developer should go open source without making sure it would be good for him/her. Free software should be a win for everyone, as much for the user as for the developer. It's worked for others, it could work for games too.
One reason for developers to go opensource is collaboration but this is where the game industry seams weak. There's a lot of competition and very little to no collaboration. Great amounts of collaboration could go on the technical level, I mean game engines, and the competition should be taken to the creative level. I think specially indie games could benefit from that collaboration. One way for indies to go opensource could be considering the use of free engines, tools and libraries and collaborate in their development, that way they're helping each other and saving money on licenses, making users happier and earning more money from their sales.
I get it - open source is better!
5 Jun 2012 at 6:37 pm UTC
Like Whizse says, the GPL was done with the final user in mind. If you want to redistribute modified binaries without source code you're not allowed, you're not the final user, you're someone who wants to benefit from the source code and take away freedom from your users.
The GPL doesn't force you to release any source code if the modifications are only used by you, it does just in case you're distributing to your own users.
The BSD license says you can do whatever you want, even closing the source code and hiding the modifications you made, effectively taking away the freedom from the final user to do what it wants with the source code.
5 Jun 2012 at 6:37 pm UTC
Quoting: "oak, post: 4538, member: 152"If people really valued the user, they would never have created the GPL and adopted the philosophy of whatever data gets onto your harddrive, you own it, so use it as you see fit. That is freedom, not forced contracts requiring you to share, etc. People aren't free or protected because the GPL says so.
Like Whizse says, the GPL was done with the final user in mind. If you want to redistribute modified binaries without source code you're not allowed, you're not the final user, you're someone who wants to benefit from the source code and take away freedom from your users.
The GPL doesn't force you to release any source code if the modifications are only used by you, it does just in case you're distributing to your own users.
The BSD license says you can do whatever you want, even closing the source code and hiding the modifications you made, effectively taking away the freedom from the final user to do what it wants with the source code.
Humble Bundle number 13!
4 Jun 2012 at 4:12 pm UTC
4 Jun 2012 at 4:12 pm UTC
Limbo doesn't work for me although every native game they've released worked on this computer. I don't think developing a Windows clone for Linux is the way for portability. It's not so hard to make portable code that works. Instead of paying to build Windows clones pay good programmers to make games portable, support opensource portability tools and libs. Windows API is far from being the best for portability, neither would be any clone.
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