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Latest Comments by aluminumgriffin
Microsoft acquires GitHub for some loose change
4 Jun 2018 at 3:04 pm UTC Likes: 3

I mean, look at Mojang. Microsoft acquired them back in 2014 and has anything actually changed—no. The Java edition of Mojang is still full steam ahead and works fine on Linux as always.
And look at hotmail which they bought in 1997 and still is nowhere near as nice to use as it was back then - but it still works, as long as you're willing to load of few truckloads of scripts as well.

Or skype which they bought in 2011 and started with neglecting the linux-users, and then forced a severe UI downgrade to something plottery and bloated that insists on doing twice daily attempts at loading the keychain of the system. But hey it still runs.

There is a big difference between "runs" and "not forcing you to jump through annoying hoops in the progress".

Heck, if they history is anything to go by their first thing will probably be to autoconvert all ;)to graphical smileys...
(ahh, the irony. Liam, could you please add a way to disable the annoyasmiley when writing comments? Needed to put it in a code-block to prevent it)

The developer of Siralim and Siralim 2 has blogged about supporting multiple platforms
18 Nov 2017 at 8:13 am UTC Likes: 1

Quoting: PatolaThat's a nice story but how can performance be an issue with graphics so simple as these games (Siralim 1 and 2)? They are oldschool.
To quote the blogpost linked to (twice):
Many people think that, because Siralim has such primitive graphics, it should be able to run on any system, but that’s simply not true. Siralim has a lot going on behind the scenes: the game needs to manage thousands of objects at a time, generate random dungeons quickly, and process tens of thousands of lines of code during battles thanks to the hundreds of spells and traits available to players at all times. This means that the player’s CPU and RAM are the most significant bottlenecks. GMS2 has a nice debugger that allows me to profile the game and determine which functions take up the most RAM and tax the CPU the hardest.
Or put another way - the graphics has less to do with performance than the mechanics.

This is quite common, take a look at dwarf fortress for another fun example, in its default mode the graphics is about 15-30% and the rest is just the mechanics, and the mechanics part increase as time progress and more items are in play.

Build a fleet and go to war in Battlevoid: Sector Siege, now out with Linux support
17 Nov 2017 at 7:26 am UTC

If the gameplay (will try it tonight) is anything like Battlevoid: Harbinger it makes sense that it doesn't attack where you click unless you specifically tell the game to do so.

In Bv:H it is downright common to aim your missiles at one type of ships, your projectiles at another and having your lasers take down support ships. Having an "auto-attack" would be very annoying then (for instance - you wouldn't want your slow reload but very damage-intense nukes go after the fast but easily killable scouts [which often are the enemy ships that are close by])

But as stated, havn't tried Sector Siege yet but will do so tonight.