Quote from: s_d on Tue 18/03/2014 05:32:28Quote from: JanetC on Sat 08/02/2014 02:57:27Quote 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.

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.