Patreon Logo Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone. Just good, fresh content! Alternatively, you can donate through PayPal Logo PayPal. You can also buy games using our partner links for GOG and Humble Store.
Latest Comments by adolson
Blocks That Matter Released On Steam
25 Feb 2014 at 6:49 pm UTC

Sound is working for me on Debian Jessie.

Logitech F710 gamepad works out of the box, although maybe not all of the buttons were mapped correctly, I'm not sure (I only noticed I couldn't Quit from the title screen with the Back button until I ran through the controller configuration screen).

Blocks That Matter Released On Steam
25 Feb 2014 at 2:26 pm UTC

I just bought it from the Humble Store, since I prefer to get DRM-free games as well as Steam keys when possible, and it's downloading for me in Steam, 107.5MB.

Stencyl 3.0 Released, A Game Creation Kit With No Programming
24 Feb 2014 at 6:59 am UTC

Quoting: xuwangMy fault for the off-topic. Last question -- what forums do you mean? Do you mean GOL or does Godot have a forum somewhere? Googling "Forum Godot" didn't turn up much.

Good luck with your project. I bet your buddy will be surprised if you finish it.
www.godotengine.org - check the community page. ;)

Developer Sells Game On IndieGameStand DRM Free, Then Removes DRM Free Version
23 Feb 2014 at 5:52 am UTC

Quoting: Anonymous
Quoting: adolsonAll devs who wish to offer Steam and non-Steam gamers their game, with only one build, should definitely be doing it the way Glog78 mentions. Specifically, Reus and Antichamber did/do this. You can play the game from your Humble standalone download, but if you've got Steam running, it'll unlock achievements, track your time played, drop Trading Cards, etc. Therefore, the "DRM-free" build and the Steam build are one and the same, and the only "DRM" thing winds up being the Steam client, if you choose to buy your games there.
Totally agree. The problem with that game might be that the steam integration isn't done by the dev but done by the framework / Engine the dev uses. Hero Sieges uses Game Maker Studio not sure if it supports such customer friendly export.
Ah, yep, definitely could be the issue here. All the more reason for budding game creators to avoid such restrictive dev kits.

Stencyl 3.0 Released, A Game Creation Kit With No Programming
23 Feb 2014 at 2:22 am UTC

Quoting: xuwangHow is Godot coming along? How "beta" is it? I follow it on Github and I see a lot of activity. It's quite exciting to see!
It's pretty great, in my opinion. Mind you, I used to try making games in many different languages over the years, most recently in C/C++ with SDL - back in 2001-2003. Always, after a few weeks I'd just stop working on said game and eventually start work on another. Not very productive, but lots of writing of code.

I took the assets for a 2D game I last worked on in 2003 and got it to the same state in Godot in no time - with literally only five lines of hand-written code. Everything else was all handled in the engine interface. Now, it's very early; I will have code to write, for sure. But the heavy lifting is already done for me, and it's been a breeze. My buddy did the graphics in 2000-2001, and I probably let him down by not finishing coding the game. I may even finish it now, finally. :)

As far as the "beta" moniker, I dunno. Games made in Godot have shipped already (search Anthill in Google Play Store, for an example), so it can't be THAT beta. But they're working on it a lot, tweaking, adding features, fixing little bugs here and there. It's hard to tell how much the community is growing, but there's definitely people using it right now, and contributing, trying to help each other figure things out. It's exciting - I haven't felt this way about development of any kind for about a decade.

But anyhow, this is really off-topic, and I realize that is my fault. Check out the forums if you wanna see what people are up to (seems to be more active than their FB or my reddit sub).

Developer Sells Game On IndieGameStand DRM Free, Then Removes DRM Free Version
23 Feb 2014 at 2:04 am UTC

All devs who wish to offer Steam and non-Steam gamers their game, with only one build, should definitely be doing it the way Glog78 mentions. Specifically, Reus and Antichamber did/do this. You can play the game from your Humble standalone download, but if you've got Steam running, it'll unlock achievements, track your time played, drop Trading Cards, etc. Therefore, the "DRM-free" build and the Steam build are one and the same, and the only "DRM" thing winds up being the Steam client, if you choose to buy your games there.

Stencyl 3.0 Released, A Game Creation Kit With No Programming
22 Feb 2014 at 6:50 pm UTC

Honestly, there are far better, more flexible, more powerful options out there for game dev, ranging from free and open-source (such as Godot Engine, which is what I'm working with at the moment) to the upcoming LeadWerks, not to mention other engines that are already out there or on the horizon. True, this is targeting the Visual Basic crowd even more aggressively than the alternatives, but running into the limitations of a closed-source, point-and-click, newbie-friendly kit such as this will almost certainly lead to compromises in game design - and you're paying for it, to boot.

Cobalt Action-Platformer Delayed For Linux, Is Anyone Surprised?
20 Feb 2014 at 10:10 pm UTC

Quoting: CheesenessIt's worth recognising that they're not telling people that installing and running Wine themselves is a solution, but instead that it's an option for those who would rather not wait the time it will take for the Linux beta to be released. There's a bit of a difference.
This time, right now, maybe. But all sorts of devs have pointed to Wine as both an interim and a permanent solution, even back when I was still able to find Loki games on the shelves of EB Games.

In any case, a developer even mentioning Wine is simply pointless. There's not a single Linux gamer out there who doesn't know Wine exists and that "Windows Game X might work in Wine." Hell, even a lot of Windows gamers know about Wine - sometimes they throw it in our face when we ask for a native port, which is only slightly less annoying than a developer doing it. Anyone who doesn't want to wait for a native port of any given game has already given the developer their money and has likely already tried to run it in Wine.

To sum up:

1) You're right, they are saying Wine is an interim solution while we wait longer for a native port. My bad.

2) Mentioning Wine at all is redundant.

Cobalt Action-Platformer Delayed For Linux, Is Anyone Surprised?
20 Feb 2014 at 12:52 am UTC

The only thing I hate more than Wine is developers pointing it out to Linux gamers as a solution.

Card City Nights Has Good Sales Numbers For Linux
20 Feb 2014 at 12:49 am UTC

I really like this game! I wish I had thought of it myself.

Ludosity seems like a pretty good dev to me - Ittle Dew is nice for fans of the older Zelda games.