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Messages - Nachtvlinder

#1
Engine Development / Re: AGS engine Linux port
Sun 06/04/2014 11:32:03
Quote from: s_d on Tue 18/03/2014 05:32:28
Quote from: JanetC on Sat 08/02/2014 02:57:27
Quote from: scottchiefbaker on Fri 17/01/2014 19:17:04
Our other option is to have detailed build instructions for lots of different platforms, and WadjetEye can just provide the game data files. BYOE style.

Not for a commercial game - that would be fine for freeware. People already do that by buying the PC version and compiling the Linux runtime for their platform.

Janet, I'm working on a VM "appliance" that could be used to produce builds for the two architectures, with scripts to produce packaging (one "tar.gz" archive, one Mojosetup installer).  Some hand-massaging would be necessary of course as it would be producing generic builds, and Mojosetup installers need some customization (game name & file names, images, etc).  When it nears readiness, I'll share it with everyone.

There's one thing I really don't understand. Why are things done in such a complicated way? Why not use the package system?
The game author would only need to provide a package containing their game and make it dependent of ags. If they provide one rpm, one deb and one tar.gz, any Linux user could use it. The only thing needed for that would be setting up a few repositories for ags. I think you would need one for debian based systems. I'm not familiar with rpm, but I presume you could do the same for rpm. And anyone not using a mainstream distribution should have little problems compiling their own package.

I'm using Arch myself nowadays. And there it already works. :) This is the package for KQ1 for example:
https://aur.archlinux.org/packages/kq1vga/
It just downloads the original Windows files, adds an icon, a menu entry and uses ags to run the game.
#2
I saw this game a month ago, and was longing to play it. But alas, the link was not working anymore. Then I saw the domain had changed and after a little thinking I decided to trie to use the path and change the domain and, o wondrous joy, it worked. so here it is
#3
Since the number of commercial games is rising lately, would it not be a good idea to make a split. I've seen the question asked in some threads, but I could not find an actual topic about it. So here it is.

First an for all I do want a discussion if AGS games should be commercial or not. There are some older threads about it and it's a completely different subject anyway. I will write you my opinion about it though. I myself own one commercial game, "Al Emmo and the Lost Dutchman's Mine". I loved the Tierra kingsquest remakes so I decided to go for it. They've put a lot of effort in making it. so it's worth giving something in exchange. I mean it's great that are non-commercial games  like "a tale of two kingdoms", wich was great and even finished to a greater detail than most older commercial adventure games.

Anyway the question is wo would agree to it would be a good thing to create to create a "finished commercial games anouncements" in the forums and "commercial games" on the main page. So people can choose wether they are interested or not. It would put a bit more attention to them too, I'd think.

A little side idea which occures to me is that those commercial games could sponsor AGS too. I mean Chris Jones is putting a lot of energy and as far as I know even money (which is just materialised energy in my opinion) in it to give it away freely. But he ought to have the license changed then (free for non commercial use) and that's something he has to decide.

Write me what you think. I'm curious.
#4
Hints & Tips / Re: Crave
Mon 31/10/2005 00:04:47
Finally finished it  :D, got to stefano was right with his certificate ;-)
Thanks everybody for all the hints. I have allmost read the complete thread( and most pages 10 times)  before I could find the hint which stopped me from being stuck. Well made game though. No pixel hunting. I finally can get no sleep now.
#5
Hints & Tips / Re: Crave
Mon 24/10/2005 01:06:04
I'm stuck with the spider. I've read all hints I found about it, but nothing seems to work as it shown there.
Spoiler
It comes out once on the left bottom and it just stays there.
I can't get the spider moving.
Tried the carrot off and on both speeds on all three webs,
hitting al the boxes, giving the spider a fly or not,
reloading and replaying the game. Nothing happens.
Am I doing something wrong or am I fighting against a bug ?
[close]
I'd appreciate some reply that could help me out.
Thanks in advance.
#6
Hi Esper,

check the gordianknot-project for a collection of codecs (all the ones you'll ever need). Xvid seems to have quite a good compression.

Martin
#7
Hints & Tips / Re: Equilibrum
Sun 07/11/2004 11:59:37
Hi JudasFm,

Must say you're a good sport with the critic you received. I found the same bugs allready reported here and I also found it quite annoying walking through back & forth from the underground to the house on the leftside and had a lot of problems figuring out what to do next most of the time. But it's quite ok for a first game. About the move character scripting error (it is a scripting error; 100% sure; otherwise other games would have also had it)  I think I 've still got some tip. I've had the error in several places (random through the gam) and always when no character was drawn. I think it has something to do with the general order you are approaching a room. (just a thought). And yeah I know this is not the right forum for it. But since it allready contains all the hints you need (cool UHS style) and there were several posts about it before I just thought one more post like this couldn't hurt.
Keep up the good work and if you need another beta tester don't hesitate to ask me.

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