Promises!

Published September 24, 2006
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I don't mean to make too many promises, but I'm really hoping the game will be out this week. The art's well on the way and I'm ready to grind out some binary packages, first for OS X and then for Windows (because I have to take a bit of time making sure it compiles cleanly). Some of the problems of multiplatform development.

I really, really hope you guys will enjoy it. It's a damned solid game and it makes me very happy to give out to everyone.

However, today I tried out the Alien Shooter 2 pre-release demo... and, uh, it's totally awesomer. Damn their publisher-funded hides!

But my game is free. [grin]

Then, uh, what's next? I'm grasped by fear at topping this thing. I might have to find teammates. Yikes!
0 likes 11 comments

Comments

Sir Sapo
You should put together a tutorial on compiling stuff for Macs, because I'm completely in the dark on the whole process, and you seem to be the resident expert[grin]

I'm looking forward to Glow BTW, so hurry up dammit!
September 24, 2006 11:11 PM
Ravuya
What kind of 'stuff' do you need compiled? I have a relatively robust HOWTO on building games based on SDL and OpenGL (using my Propane Injector engine, of course, though you can substitute your own base code) here.
September 24, 2006 11:13 PM
Sir Sapo
I mean, what kind of stuff makes the project not compatible with Macs? I've tried to keep to portable libraries in Angels 22, but I'm not sure what else could screw up the ability to quickly port.
September 24, 2006 11:35 PM
Ravuya
Uhh, off the top of my head, I'd tell you to take a look at my tips for writing portable games and look for Brian Hook's book on same. Basically, assumptions are what will kill you -- assumptions about enumerated devices, case sensitivity, path delimiters, endianness (which a lot of people overlook).

Obviously, using cross-platform libraries like SDL and OpenGL from the start helps, but is by no means necessary if you modularize your code well.

Depending on my environment and compiler, I usually spend about 1.5 hours building a from-scratch port to Windows from Mac OS X, so I suspect the reverse is true assuming your code is endian-independent.
September 24, 2006 11:39 PM
Sir Sapo
Thanks!
September 25, 2006 12:01 AM
Ravuya
No problem: I've put forth the idea to have a portability forum many times but have been rebuffed due to an apparent lack of interest.

If you think it's something you'd like to see, be sure to drop something in the Comments, Suggestions & Ideas forum.
September 25, 2006 12:11 AM
ApochPiQ
I'm not porting games, but Ferry Corsten just popped up in your Last.fm box, and this merits hearty congratulatory congratulations.
September 25, 2006 12:48 AM
coding penguin
finally its here, ill surelly play it! can you tell me how big it will be(i mean size in mb:)
September 25, 2006 12:08 PM
Ravuya
Probably about 14-15MB for OS X and 7-8MB for Win32.
September 25, 2006 01:22 PM
extralongpants
Awesome! Congrats on finishing up your project. That's a lot more than most are ever able to acheive, especially when the project is an independently developed game.
September 25, 2006 01:30 PM
Ravuya
Thanks for the kind words. [grin]

I'm really psyched about releasing it. And then getting to work on the next one. This thing is fun to play.
September 25, 2006 01:41 PM
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