Latest Comments by Liam Dawe
Decadence A Post-Apocalyptic Adventure Game On Desura
10 Sep 2013 at 8:25 am UTC
10 Sep 2013 at 8:25 am UTC
You can see some gameplay here: http://www.youtube.com/watch?v=JxB2HEUSNdg [External Link] a quick search on youtube ;)
Nuclear Dawn Will Come To Linux After All, Thanks To Valve
10 Sep 2013 at 6:54 am UTC
10 Sep 2013 at 6:54 am UTC
Someone needs to do this for the insurgency developers to get Valve to give them the code they need from CS:GO too ;)
Game Dev Tycoon, FSF Terminated Their License To Use Glibc
8 Sep 2013 at 6:19 am UTC
Yo quote myself:
8 Sep 2013 at 6:19 am UTC
Quoting: SuperuserHow does my article make the facts less clear, I very clearly laid out exactly what happened. Also my post on their forum to them was to point out a flaw in what they said they will do to clear it up (when the license text states it should be with the software, they should do that not tell people to go to the credits page).Quoting: Quote from HamishI disagree. The license violation was so minimal it's unreal. The GOL article actually makes the facts less clear, which you can see for yourself at this post on the game's forum [External Link] by our very own Liam Dawe.Quoting: Quote from Quote from DudeskiWell, not like the FSF is known for being particularly rational or non-douchy when it comes to these things. Those people would much rather just see all "non-free" software dead and gone.How is the FSF defending the rights of those who use their license make them acting like a douche? The Game Dev Tycoon developers made a mistake and violated the license; actions have consequences.
Yo quote myself:
Quoting: liamdaweThe basics of it are that they use glibc that is under the Lesser General Public License (L-GPL) that can be used in commercial applications, but they didn't note that down anywhere and didn't include the license file along with it. It seems like an easy mistake as they say they use the node-webkit package which itself uses glibc on Linux, but the node-webkit package apparently doesn't note down it uses it (so it's not directly their fault they claim).That is exactly what happened.
Hotline Miami To Come Out Of Beta For Linux On September 9th
7 Sep 2013 at 6:01 pm UTC
7 Sep 2013 at 6:01 pm UTC
Quoting: GuestWTF? Hotline Miami has been ported to Linux alone time ago. I have it in my Humble Bundle account. I guess Humble Bundle must have done the porting for them.It was ported yes, but it has been in beta for quite some time now.
GOG.com Don't Plan On Introducing Linux Support In The Foreseeable Future UPDATED
6 Sep 2013 at 2:38 pm UTC
6 Sep 2013 at 2:38 pm UTC
I feel I need to point out that me and Trevor are actually on really good terms and we shall hopefully be revisiting this issue in a years time :).
I do not think gog.com are evil and I will easily be a customer of theirs if/when they come over to our side.
I do not think gog.com are evil and I will easily be a customer of theirs if/when they come over to our side.
GOG.com Don't Plan On Introducing Linux Support In The Foreseeable Future UPDATED
6 Sep 2013 at 1:23 pm UTC
I am glad to see you track Linux sales stats in some form.
6 Sep 2013 at 1:23 pm UTC
Quoting: TheEnigmaticTNow it's getting interesting ;)Quoting: Quote from liamdaweSure. Let me just add a coda here that, while I did not use any of our internal numbers for discussion here, we do know how many of our sales come from users who are on our website using Linux, and we were able to draw our own conclusions as to what expected growth we would see after we officially supported Linux--based on our own experience with MacOS--and while our numbers were quite different, the conclusions we reached are the ones I'm giving you.Quoting: Quote from Quote from TheEnigmaticTMaths stuffI understand your reasoning now but I completely disagree, using market share like that (and a complete estimation of the actual marketshare which is heavily debated pretty much anywhere) should never be used like that.
I am glad to see you track Linux sales stats in some form.
GOG.com Don't Plan On Introducing Linux Support In The Foreseeable Future UPDATED
6 Sep 2013 at 1:04 pm UTC
6 Sep 2013 at 1:04 pm UTC
Quoting: TheEnigmaticTMaths stuffI understand your reasoning now but I completely disagree, using market share like that (and a complete estimation of the actual marketshare which is heavily debated pretty much anywhere) should never be used like that.
GOG.com Don't Plan On Introducing Linux Support In The Foreseeable Future UPDATED
6 Sep 2013 at 12:07 pm UTC
I can see how you are shying away from the Linux support if that is how you are doing your math though, you can't just divide it by market share and say that's how much you need to get.
Edit > Like I said business isn't my strong point so I won't comment on that anymore.
6 Sep 2013 at 12:07 pm UTC
Quoting: TheEnigmaticTStill lost me sadly, I am not a businessman which is why unlike some other people I won't be calling you colourful names but if I spent $1,000 in time to fix a Linux issue on a game and made $2,000 from it, that's $1,000 in revenue.Quoting: Quote from liamdaweI may not have explained that fully. If I'm adding a cost for a specific project, I want to make sure that the costs from that project are worth it. So, given the size of the market share of Linux, if I'm spending $1,000 to fix a Linux issue, then I'd generally assume that the game will need to sell a heck of a lot of copies for it to actually recoup the Linux-specific costs.Quoting: Quote from Quote from TheEnigmaticTLinux, though? That's a bastard. For $1,000 in costs, we need to assume that the game will sell about $200,000 worth of games (x*3)/.015 before we've probably recouped the cost of the Linux effort. That's a whole lot of profit that we need to earn from a game--before we even know how well it will sell--before we can assume that we will make back the money invested in.Sorry but now you have completely lost me.
I honestly don't get your math at all or your reasoning for why $1,000 of costs for a Linux version means you need to get $200,000 in sales?
I mean seriously come on, that's just a joke. If it costs you $1,000 you need to get $1,000 to break even, anything above that is revenue, revenue you wouldn't have gotten without it.
I can see how you are shying away from the Linux support if that is how you are doing your math though, you can't just divide it by market share and say that's how much you need to get.
Edit > Like I said business isn't my strong point so I won't comment on that anymore.
GOG.com Don't Plan On Introducing Linux Support In The Foreseeable Future UPDATED
6 Sep 2013 at 11:58 am UTC
I honestly don't get your math at all or your reasoning for why $1,000 of costs for a Linux version means you need to get $200,000 in sales?
I mean seriously come on, that's just a joke. If it costs you $1,000 you need to get $1,000 to break even, anything above that is revenue, revenue you wouldn't have gotten without it.
6 Sep 2013 at 11:58 am UTC
Quoting: TheEnigmaticTLinux, though? That's a bastard. For $1,000 in costs, we need to assume that the game will sell about $200,000 worth of games (x*3)/.015 before we've probably recouped the cost of the Linux effort. That's a whole lot of profit that we need to earn from a game--before we even know how well it will sell--before we can assume that we will make back the money invested in.Sorry but now you have completely lost me.
I honestly don't get your math at all or your reasoning for why $1,000 of costs for a Linux version means you need to get $200,000 in sales?
I mean seriously come on, that's just a joke. If it costs you $1,000 you need to get $1,000 to break even, anything above that is revenue, revenue you wouldn't have gotten without it.
GOG.com Don't Plan On Introducing Linux Support In The Foreseeable Future UPDATED
6 Sep 2013 at 9:58 am UTC
A valid question to ask for another subject (creating games on Linux) but it's not really to do with this discussion.
6 Sep 2013 at 9:58 am UTC
Quoting: darkone778So I would recommend that GOL start actively asking developers their opinions on developing on Linux. I know in my upcoming interview with Hugh Jeremy from Unknown Worlds. Here is just one example of the questions I asked.I may be mistaken here but why is developing directly on Linux coming into question? This isn't about making games on Linux directly but about supporting games that do run on Linux already.
There have been some developers who have brought their games over from Windows to Linux. Some of these developers have complained specifically about the debugging process using GDB (GNU Project Debugger) and the lack of good interfacing IDE's being the biggest determent to bringing games to Linux. Whats your take on the subject?
A valid question to ask for another subject (creating games on Linux) but it's not really to do with this discussion.
Quoting: DrMcCoyExactly what I pointed out in an earlier comment, waiting for a reply on that one too.Quoting: TheEnigmaticTLet's take an answer like helsinki_harbor's from right above me: these are all generally community-run projects.You know what else are community-run projects? ScummVM. And DOSBox.
Let's suppose ScummVM pulls an FFmpeg and splits down the middle.
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