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krajzeg

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krajzeg
·4 maanden geleden·discuss
Echoing the thoughts of the only current sibling comment: lots of "serious" developers (way to gatekeep here) definitely use coroutines, when they make sense. As mentioned, it's one of the best ways to have something update each frame for a short period of time, then neatly go away when it's not needed anymore. Very often, the tiny performance hit you take is completely outweighed by the maintanability/convenience.
krajzeg
·8 maanden geleden·discuss
I was quite active in the Allegro community around that time, mostly on the allegro.cc forums - but I was still a 14-year old learning the ropes back then. Missed out on DJGPP, it was already MinGW under Windows for me.

I took part in a few of the later Speedhacks, around 2004-2005, I think?

Allegro will always have a warm place in my heart, and it was a formative experience that still informs how I like to work on games.

EDIT: Hah, actually found my first Speedhack [1]! Second place, not bad! Interestingly, the person who took first place (Rodrigo Braz Monteiro) is also a professional game developer now.

[1]: https://web.archive.org/web/20071101091657/http://speedhack....
krajzeg
·9 maanden geleden·discuss
Just wanted to note: this is in no way the original source code for the game. It's disassembled and commented source code.

Here is the repository owner explaining the process himself: https://github.com/Piddewitt/C64-Game-Source-Code

Nice work and interesting still, but maybe we can correct the title?
krajzeg
·4 jaar geleden·discuss
In my anecdotal experience with my game, I've gotten one Linux-specific problem on my end (video-related) and quite a few bugs that affected everyone but were reported by a Linux player.

There were a handful of problems that were specific to the player's Linux setup, but that happens for all platforms. Many Windows crash reports are only resolved by "problem must be on your end, please reinstall GPU drivers, turn off weird settings in your driver, do not force gsync on" etc.
krajzeg
·4 jaar geleden·discuss
For another perspective, I don't think I've ever gotten actual hate mail for the game only working through Proton. Most people just go "oh, OK, cool". I usually explain why proper Linux support is hard for a small studio like mine.

I did get some "I won't be buying then", which is fair.

I do have to second the sentiment from other comments about excellent bug reports from Linux players. They usually auto-include logs, specs and sometimes even repro steps in their first bug report. Other players rarely do so.
krajzeg
·6 jaar geleden·discuss
It's also not as trivial as just flipping to "Linux" in a combo box and re-exporting. Getting the game to run well requires work, from writing additional platform dependent code, through fixing issues caused by changing the graphics backend (unless you use OpenGL on Windows, which you probably don't) to a lot of additional QA needed to make sure your Linux build still runs after the latest changes.

I'm a solo game developer (working on [1] right now) and while I get many more requests for a native Linux version than I expected, I'm still reluctant to invest the necessary development time. It's ironic, but the very fact that Proton is so solid makes it even less likely that a Linux build will exist, since I'm fairly certain people will be able to play Slipways under Proton with hardly any issues if they want to.

[1]: https://store.steampowered.com/app/1264280/Slipways