hidde
Cool, then you’re hopefully gonna like our games :) When you say hidden object, do you prefer pure HOGS, HOPAs with hogs or HOPAs without hogs? Cause we have all 3 categories so be careful if you have a strong preference.
hidde
Cool, then you’re hopefully gonna like our games :) When you say hidden object, do you prefer pure HOGS, HOPAs with hogs or HOPAs without hogs? Cause we have all 3 categories so be careful if you have a strong preference.
Hehe, hvala hvala :)
woooooow I can’t believe I din’t see that :D Next milestone - HTTP!
You have a good point, I’ve edited the original post. I’m speaking from a game development perspective. We have to depend on more than just libc and X11 from a given distro.
btw steam scout runtime was originally based on LD_LIBRARY_PATH but that approach has it’s exceptions and limitations, that’s why containers are a better approach overall.
And yeah, when you get the hang of it, it’s not that tough, but to be fair, we already ported our engine to many platforms so the engine was already prepared for porting. If you have a DirectX-only game, porting is much more difficult.
Oh man, Loki games… just unlocked some old memories :)
It’s curse of monkey island, I played that game so much. Heck I replayed it again a year ago. Kaptain Brawe draws inspiration from two things: Curse of Monkey Island and late stage communism. We’re from Croatia and it was part of communist Yugoslavia, so there’s a lot of unique themes to draw upon that ended up in that game.
To be fair, my experience with flatpak is limited to using it and just reading a lot about how it works. I’m not saying steam runtime and flatpak are the same, but as I understand it, they are quite similar internally. So my point is that steam and flatpak/flathub are the main forces driving devs to be willing to give linux porting a chance. Before that, very few devs dared.
Yes, using scout runtime.
Steam’s container solution is based on flatpak, at least in idea. Both steam and flatpak have a very similar approach with handling cross-distro compatibility of precompiled code.
Scout runtime wasn’t containerised initially but now it is, as well as the newer steam runtimes
Devs look at one another and follow. If one dev starts making Linux games and it turns out good, others will follow which will eventually convince others to give it a try.
Steam Deck and Steam in general did a lot to convince devs to even consider Linux so I think we’re all heading in a good direction
Well, you got me curious about hyprland so it wasn’t in vain :D
Actually we’re from Croatia, but we only have German voiceovers for this game. We were too broke to record proper English voices. And I didn’t want to make crappy voiceovers for cheap. I think it was better to have a silent game than an adventure game with crappy voices…
A year or two after the release of the game, a publisher recorded German voiceovers and to be honest it works quite nicely with english subtitles. Kinda like watching Anime in Japanese but with English subtitles. It’s not everyone’s cup of tea though but I though it’d be good to have the player choose.
2022: hyprland created
Haven’t tried hyprland tbh. Our games work on X11 and Wayland. We use SDL for windowing so I’m guessing (hoping) it’ll work on hyprland and others as well.
If not, let me know and I’ll investigate
Look, I’d love to release the source code for everything I do, but we don’t live in “that world” unfortunately.
I had a few instances of diamond dependencies myself. Never turned out to be a great experience :) In most cases it means I was doing something hacky to begin with.