Right. That was esentially my point. I'm the one doing the work so
should have the final say on weather the game is or is not
cross-platform, what APIs, etc I use etc. However, getting a feel for
what the community thinks will help sell the game when it is finally
finished. I'm all for making changes if I see the change is a valid or
necessary one. Which is clearly the case here.
What I am probably going to do for MOTA beta 20 is simply recompile
the game against the Windows/DirectX version of the engine which
should satisfy everyone for Windows as they will have DirectSound,
analog jumping, joystick support, mouse support, etc and hopefully
they'll be satisfied with that. I'm willing to take the extra time to
do that as I know it will likely increase sales as the core of the
game will be based on Windows specific APIs proven to work. At the
same time though I can branch out and perhaps work on a Linux specific
engine using Linux specific APIs that so I can create versions of the
game I can play and other Linux users like myself. That's a fair
compromise if a bit more time and work.
On 6/13/11, Trouble <troub...@columbus.rr.com> wrote:
> If you want to support other platforms with your games that is your
> business.Getting ideas from the community is good. But the work of
> the game is done by you and only you. So yeah there is going to be
> time delays and drag outs with problems.
> I think there are only 2 targets any game producer should try for and
> that is summer and Christmas. If they come in those to time periods
> good and if not then would only give out updates until a releasable
> demo is at hand.
> Don't let them tell you how to code or what to code. Releasable demos
> are for finding bugs and that is all they do. When the bugs are fixed
> you release again. Each time brings you closer to Finnish. By adding
> things to each release. Gives you nothing or very little to release
> in updates or next version. You have to keep some goodies back for
> just that reason. It also causes bugs witch delays the final release
> that much more.
> At 05:28 PM 6/12/2011, you wrote:
>>That all sounds well and good except for one thing you are over
>>looking. Who am I writing this game for? You or me? Why am I writing
>>these games in the first place?
>>Well, to answer the first question I thought i was writing the games
>>for myself, because they are games I like and wanted to play. If I
>>could sell them and make a little money off of them that would be
>>fine, but I'm not writing them for the audio games community
>>specifically. It might sound selfish but if I can't write the games
>>for my own personal enjoyment then there is absolutely no point in
>>writing them in the first place.
>>As for the second question, I started writing games because at the
>>time I thought it was enjoyable, something fun, and really liked it
>>before I got caught up in the Alchemy crap. Now though, every time I
>>sit down to work on MOTA I just want to quit. In fact, I'd go far to
>>say I hate writing games, because the experience has become so much
>>of a hastle for me. I want to write my games one way, but the
>>community wants me to write it another.
>>For you its easy to sit there and say forget writing the games for
>>Linux, ditch the Linux version, because that's only for a small
>>handful of people. One of those handful of people is me. So if I'm not
>>writing versions of MOTA I can personally use or play I might as well
>>refund the community their money and close USA Games. There would be
>>no point in continuing to write games if I have to make them for
>>Windows, and still not be able to play them on Linux myself. Is that
>>what you want me to do?
>>In any case this was not the point of my e-mail. My point was to find
>>a solution so that I could do both. If you aren't giving me
>>cunstructive advice how to do that you are just muddying the thread
>>with an option I can not and will not accept. Dropping support for
>>Linux is not an option for me. So stop trying to talk me out of it.
>>On 6/12/11, Pitermach <piterm...@gmail.com> wrote:
>> > The problem I see is why target linux instead of mac? Ok, you use ubuntu
>> > yourself, but then It's pretty clear that the mac community is really
>> > outnumbering the linux one. And we're not taking windows into
>> > I think what you should do is dich the linux version for now, get the
>> > windows one out there, and when you get a mac, work on the other
>> > platforms,
>> > since the bulk of the community are windows users anyway, so I
>> don't get why
>> > worry about a handful of people...
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