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anonima
10/29/2004, 03:46 pm
Just wanted to know if TellTale is thinking of making their games for other platforms as well? Linux and Mac OS (X) for example? I can tell you a few good reasons why that would be a good idea, but first I'd just like to know if TT is even interested in something in this direction. (that, and the fact that I have to study for my next exam!)

anonima
10/29/2004, 08:15 pm
linux would be nice,so all Linux geeks buy the game B-)

anonima
10/29/2004, 09:03 pm
Yea, I'm pretty sure a lot of oldskool adventure and RPG gamers have switched to Linux "lately" (including me) - since there was no reason to stay with Windows.

I'm willing to claim that I fit into the adventure-gamers' generation (being born in 1983) and from what I can see, quite a number of this generation started looking at Linux as a great alternative to Windows. I, for instance, use Linux since 1996 and the only reason that brought be back to Windows (as dual-boot!) could be a good game that didn't have a Linux port. That happened only twice in that period - once it was because of NWN, when it wasn't ported yet.

But since in my eyes - and I guess we're all here on the TellTale forums for the same reason - there hasn't been a good enough Windows-only game in the past decade, I don't plan on having (and buying!) an expensive OS clogging my disk to just sit there waiting for the good times to return. I'm more then willing to pay a fair price for a good game - that has nothing to do with the fact that (almost) all software I use, including games and the OS itself are free. But I'm not willing to buy a whole OS (and another disk!) to just play a game - that's one (or two) expenses too much!

I'm pretty sure I'm not the only one who thinks this way.

On a side note: if you'd stick with open-standards, you could save some money on the creation of the games - let's say you use ogg/vorbis instead of mp3, because you don't need to pay for the usage (like you do with mp3!). Also you might take some open-source tools (or even engines) to lighten your bills.

I know this post isn't the most coherent in forum-history, but I've got waaaaay too much things on my mind to clean it up. ...sorry :(

P.S. Words can't describe the happiness I felt when I first read about TT's start and plans! I hope you can repeat that feeling with making games that I can actually play!

anonima
10/29/2004, 09:32 pm
dont think they release a linux port (i hope it for you)
but i dont think they will Support Comunism :D ;)

anonima
10/29/2004, 09:42 pm
dont think they release a linux port (i hope it for you)
but i dont think they will Support Comunism :D ;)

Didn't know that using free and open source software [FOSS] says anything about the ideological or to which pollitical line you count yourself.
While we're at it ...I didn't even know I was communist! In all these years! Who would have though?!? *gasp* I guess I have to call to the Voting commision and tell them that I voted oposite of my nature!!

Oh, and in case you didn't know - you're just "supporting communism" as much as I do and TellTales did it even a bit more with putting up this forum. mvnForum (http://www.mvnforum.com) is FOSS, as you can clearly guess from the GPL license stated on their download page (http://www.mvnforum.com/mvnforumweb/download.jsp).

You'd be surprised how much of your so called "communist" software and technology you use :D [:)>-]

anonima
10/29/2004, 09:44 pm
dont think they release a linux port (i hope it for you)
but i dont think they will Support Comunism :D ;)

Didn't know that using free and open source software [FOSS] says anything about the ideological or to which pollitical line you count yourself.
While we're at it ...I didn't even know I was communist! In all these years! Who would have though?!? *gasp* I guess I have to call to the Voting commision and tell them that I voted oposite of my nature!!

Oh, and in case you didn't know - you're just "supporting communism" as much as I do and TellTales did it even a bit more with putting up this forum. mvnForum (http://www.mvnforum.com) is FOSS, as you can clearly guess from the GPL license stated on their download page (http://www.mvnforum.com/mvnforumweb/download.jsp).

You'd be surprised how much of your so called "communist" software and technology you use :D [:)>-]


i was just joking :D

anonima
10/29/2004, 10:13 pm
i was just joking :D

I know ...I didn't take your "teasing" really seriously as you can see. But I did use it to try to avoid flames from someone who didn't understand your joke.

Trust me ...when you've been using GNU/Linux for such a long time, you've gone through a lot of very harsh abuse by M$ die-hards (and some wierd anti-communism wierdos O_o*) ...It takes quite a bit more to make me mad wink

* those can be wierd - never experienced communism or even socialism, never even learned anything about it. maybe "had a grandpa who fought in the war against commies" and then they presume you're a "communist pig", because you use FOSS. *shivers while remembering an incident with such a freak*

anonima
10/29/2004, 10:38 pm
I'm very happy that the good old adventures run flawlessly on my debian box (using scummvm ) - Hopefully this will be the case for future telltale games too :D

anonima
10/29/2004, 10:52 pm
I'm very happy that the good old adventures run flawlessly on my debian box (using scummvm ) - Hopefully this will be the case for future telltale games too :D

That would be awesome, but somehow I seriously doubt that 3d games work on ScummVM (http://scummvm.sf.net). So I guess we either have to convience TellTale to make a port, or hope it plays under Wine (god, please, not Transgaming!)

anonima
10/30/2004, 01:11 am
MI 4 And Grim fandago worked file with me in ScummVM

anonima
10/30/2004, 01:53 am
EMI and GF both use the GRIME engine, don't they? So how could they work with ScummVM? (I wish they did, though--then I could play EMI with OS X.)

Anyway, back on topic...speaking as a Mac user who only owns one PC that's old enough to qualify for retirement benefits...including a Mac port or making the game Mac/PC hybrid would just about make my millenium. I would love you forever.

Thank you. That is all. ;)

anonima
10/30/2004, 01:59 am
then was i wrong

anonima
10/30/2004, 05:16 pm
MI 4 And Grim fandago worked file with me in ScummVM
Really?

Whoops, my bad then ...didn't check which non-SCUMM games play on ScummVM :]
Surprisingly it's not on ScummVM's compatibility list (http://scummvm.sourceforge.net/compatibility.php).
*goes double check*
Oh, it's there under Subprojects (http://scummvm.sourceforge.net/subprojects.php) as "Residual". Heh, my bad. All the more reason that I buy a copy of MI4 and Grim Fadango :]

With this said, yea - I'd be completely fine if TellTale games would work hand-in-hand with ScummVM to make their games work on other platforms.

p.s. thanks for correcting my mistake [:">]

anonima
10/30/2004, 05:18 pm
Yeah, the SCUMMVM team were working on something similar to SCUMMVM but for the GRIMe engine. But they decided that SCUMMVM was more important, and the GRIMe engine won't happen for a while. But if it does happen, it should be possible to convert Grim Fandango or EMI to other platforms

anonima
10/30/2004, 05:22 pm
EMI and GF both use the GRIME engine, don't they? So how could they work with ScummVM? (I wish they did, though--then I could play EMI with OS X.)


The "Residual" subproject/CVS module (of ScummVM) is intended to play GRIME games. I hope I made your day. ;;)

Yea, Linux and Mac OS X ports of great games would make make my millenium too. And I guess, since Mac OS X uses a similar kernel as Linux, there shouldn't be too much hussle making both ports work.

anonima
10/31/2004, 01:45 am
EMI and GF both use the GRIME engine, don't they? So how could they work with ScummVM? (I wish they did, though--then I could play EMI with OS X.)


The "Residual" subproject/CVS module (of ScummVM) is intended to play GRIME games. I hope I made your day. ;;)

...Yes, yes you did. Whooooo!

anonima
10/31/2004, 03:54 am
still gota play Grim fandago

games i played

mi1
mi2
mi3
beneath a steel sky
DOTT
Maniac mansion
The Dig (almost finished)
Simon The Sorceror 2
Broken Sword 2 (almost finished,deleted my last save game :(( )

anonima
10/31/2004, 03:33 pm
Hmm ...don't remember MI3 being on the ScummVM compatibility list (and it isn't SCUMM-based), but ok. You were kinda right with the MI5 and GF.

Anyhoo, I think we're getting "slightly" off topic here. This is not a "what-i've-succeeded-to-run-onScummVM" topic. :p

It appears that there would be interest for Linux and Mac ports, but there hasn't been a single reply from a TellTale member yet. It'd be great if we got an official "yes" on this matter. ...That'd make my day/millenium :D

anonima
10/31/2004, 04:27 pm
Just had to stop by and say a couple of things here...

Firstly, I welcome the thought of TellTale releasing their games on multiple platforms.

Secondly, in order to maximize the user base and minimize additional development cost for any ports, I submit the following suggestion:

Release the game on one disc, containing the data files and whichever platform engines TellTale wish to make themselves.
Then, release the source code of the engine only (obviously you do NOT want to use the GPL), or even just the bits and pieces required to be different between platforms, and let the fans do ports to whatever operating system they would like to see the game ported to. THEN, gather those engines on the TellTale website and put them up for download, so people who go out and buy the disc can download a suitable engine for whatever platform they currently use.

Of course, this requires that TellTale be utterly devoted to their fans, but in return they will surely gain a huge and completely loyal fanbase (relative to the number of adventure gamers across the world) and can use the ports as the basis of portable engines in the future, thereby cutting development cost on future titles while being able to release multiple engines on one disc.

Another sideeffect of releasing source code and portable engines will of course be that TellTale's games will outlast most every game on the market today, thanks to devoted fans and constantly updated engines and even new ports to as-of-yet non-existant operating systems and consoles.

I also hope TellTale will continue LucasArts' fine tradition of educating users on the importance of always installing and playing off of a backup in order to protect the original from damage. Being a collector who really cares about keeping my originals in mint condition WAY into the future, I owe a lot to LucasArts for showing me how a true collector works to maintain his collection.

In summary, I have high hopes for a bright future as TellTale works to bring adventure gaming back to its roots. LucasArts sure won't.

anonima
10/31/2004, 05:32 pm
That is a very good suggestion actually, cappuchok.
I was thinking more in the direction of having a close-source native port (on the same CD) or a cooperation with the ScummVM team. Wasn't thinking of such a bold idea as opening the source, but that actually is a great idea. Of course TellTales would have to be (for their own interest depending on how open they are willing to go) careful of what kind of license they would choose or create.

Just a hint, if you even think of making the games available for more platforms: avoid MS Windows-only libraries like DirectX.
OpenGL (http://www.opengl.org) and OpenAL (http://www.openal.org) and SDL (http://www.libsdl.org) are just as powerful, and they can be used on many many platforms (including some very exotic ones).

So. please, TellTale, don't tell us that we (Mac, Linux, ... users) don't cover enough market potential to be worth the hassle. As you see, we *are* worth it ...come on, at least 3 Linux users and 1 Mac user out of 100 ...and trying to be as helpful as we can.

anonima
10/31/2004, 06:24 pm
That is a very good suggestion actually, cappuchok.
I was thinking more in the direction of having a close-source native port (on the same CD) or a cooperation with the ScummVM team. Wasn't thinking of such a bold idea as opening the source, but that actually is a great idea. Of course TellTales would have to be (for their own interest depending on how open they are willing to go) careful of what kind of license they would choose or create.
Even a closed-source cooperation with ScummVM would result in an open-source portable engine, even though the actual original engine on which this FOSS engine would be based would not be available to the public. On one level, I can see how this solution would be prefferable when it comes to non-disclosure agreements and stuff like that (since the ScummVM team is a more clearly defined entity than the entire community).
But if TellTale wants to go full-out and opensource the original engine I'm all for it. :x Just BE CAREFUL when you select a license - or even better devise a useful license on your own, based off of one of the opensource.org Approved Licenses (http://www.opensource.org/licenses/).

Just a hint, if you even think of making the games available for more platforms: avoid MS Windows-only libraries like DirectX.
OpenGL (http://www.opengl.org) and OpenAL (http://www.openal.org) and SDL (http://www.libsdl.org) are just as powerful, and they can be used on many many platforms (including some very exotic ones).
I hearily agree. OpenGL / OpenAL / SDL is definitely the way to go if porting to other operating systems. Proprietary technology tends to never live beyond the lifespan of the product that promotes it, while these mentioned open standards will continue to live on even on the next generations of operating systems.

So. please, TellTale, don't tell us that we (Mac, Linux, ... users) don't cover enough market potential to be worth the hassle. As you see, we *are* worth it ...come on, at least 3 Linux users and 1 Mac user out of 100 ...and trying to be as helpful as we can.
I bet that whatever market potential there is for the Linux and Mac ports (and PocketPC, and Palm, and whatever) the community (proudly headed by ScummVM) will do each of us our best, in order to *make* it worth it for TellTale. If we can show them that we *really care* about their games (making ports, getting the word out to our non-adventuring friends, creating good publicity etc, in short devoting our time to promoting and helping TellTale) then we can hope that they in turn will respect us as good and loyal customers and give something back to the community all in good time. It's the way it *should* work, and just because the major players (EA, Infogrames (*puke*) and the rest) won't play nice with their loyal fans, doesn't mean an independent developer can't.

I can of course only speak for myself: I am not a programmer, so I wouldn't be able to help with porting. But I am an active user of both Windows, Linux, Mac and Amiga (yes, you better believe it!). I tend to buy multiplatform discs (such as the Starcraft PC/Mac hybrid) if available, so as to be able to run it on several of my systems. For example, I prefer to bring my Mac when needing to connect to an unfirewalled or otherwise unsecured network, and of course I like to take some games with me on the road. ScummVM thankfully lets me play all my old LucasArts classics whereever I go and whatever computer I happen to use at the time, so portability of the engine, to me, is one of the key selling points of any game, as is the ability to make a backup (to disc or image clone) for day-to-day usage without requiring the use of proprietary software. If on the road, I refuse to be forced to carry original discs with me, and much prefer just taking an image of the game and storing on harddisk, thereby only having to use the original disc once (like any good and caring collector should!).

Another piece of advice to the TellTale guys:
Whatever you do, *don't sell out to a major publisher*. Sierra recently sold out to VUGames, and this August ('04) they were suddenly shut down without prior notice or any reasonable explanation - it's safe to assume several good-to-go games were cancelled as a result of this). Microsoft Games, while basically an umbrella label for several major independent studios, does everything possible to minimize the visibility of the actual developer's name and logotypes on the boxes, robbing caring fans of the possibility to choose games by their favourite developers. Infogrames are busy destroying the good reputation of Atari as they endeavour to gobble up every independent developer left in Europe. EA is doing much the same over in the US. As a result of all this, I as a fan of specific developers no longer know quite which games to buy to support, for example, Westwood Studios, without inadvertently (sp?) supporting EA, with whose business practices I happen to disagree strongly. Therefore I now avoid games from the major publishers alltogether, and if I do want to play them (which happens only rarely), I often wait and buy them through one of the independent budget labels who care enough for the games to put out a decent prepatched budget release instead of just reprinting some old discs that still require loads of patches. :((

I'd say: TellTale - take notice.

I guess I went slightly off topic there, but it had to be said.

And yes, we need TellTale to give us some answers as to their intentions when it comes to multiplatform development, porting and community devotion. :-/

anonima
11/01/2004, 01:32 pm
Just wanted to know if TellTale is thinking of making their games for other platforms as well? Linux and Mac OS (X) for example? I can tell you a few good reasons why that would be a good idea, but first I'd just like to know if TT is even interested in something in this direction. (that, and the fact that I have to study for my next exam!)

Good idea- I'd love to see games on Linux, especially of the world's best genre...

anonima
11/01/2004, 05:07 pm
Hmm ...don't remember MI3 being on the ScummVM compatibility list (and it isn't SCUMM-based), but ok. ]

Yes it is.

anonima
11/01/2004, 09:59 pm
Hmm ...don't remember MI3 being on the ScummVM compatibility list (and it isn't SCUMM-based), but ok. ]

Yes it is.

Hmmm ...it really seems so (http://www.brainyencyclopedia.com/encyclopedia/s/sc/scumm.html), the last version (8) of SCUMM powered the Curse of Monkey Island (MI3).

My bad.

But we really should be getting back on topic!

anonima
11/02/2004, 06:26 am
OK. Getting back to the topic. I like the idea of games being on Linux, but what about a console port like to the Nintendo Gamecube? Especially adventure games lend themselves very much to an environment in which the entire family can participate. Since consoles have to be connected to televisions which ususally stand in the living room, there should be much more adventures on consoles. :D

anonima
11/02/2004, 07:22 am
Console adventure games don't work very well since most involve using the mouse. Try playing the NES version of Maniac Mansion. Then again, they could include a special mouse like in Mario Paint.

anonima
11/02/2004, 02:39 pm
Console adventure games don't work very well since most involve using the mouse. Try playing the NES version of Maniac Mansion. Then again, they could include a special mouse like in Mario Paint.

That nes version sucked incredibly, it was hard and annoying to control, Dave tells you the first and (incredibly) easiest puzzel which is completly pointless and each character has their own annoying repeditive music that makes you want to rip your ears off.

Yeah....

I don't like the nes version.

anonima
11/02/2004, 03:14 pm
Console adventure games don't work very well since most involve using the mouse. Try playing the NES version of Maniac Mansion. Then again, they could include a special mouse like in Mario Paint.


your also forgeting that most console adventure games are ports, if you play a game that is ment for console it will be much simpler to controle.

anonima
11/02/2004, 04:17 pm
your also forgeting that most console adventure games are ports, if you play a game that is ment for console it will be much simpler to controle.
But there's also the economic aspect of porting to consider. If a point-and-click adventure was built from the ground up for a console, it would be easy to control on that specific console. However, there would need to be significant adaptations in the control system for each different console as there is no standard layout of buttons and stuff on the joypads.
Also, when porting such a game to PC or Mac, endusers would likely complain about a way too complex control system compared to the single mouse button interface of classic adventures. So there's another level of adaptation of the control system that would have to be done in order to make the game a pleasant experience. Of course, letting the fans do the porting will likely result in far better control systems for each different system because the developer of a certain port is likely to play that port him/herself many times over and wants a really good control system for him/herself and all the other owners of that particular platform. Thereby also cutting some development costs for TellTale, of course. ;)

I myself felt that Grim Fandango and EMI were far too console-ish for the PC, as efficient and ergonomic play required a joypad (or a Natural Keyboard), and there was no alternative mouse interface that would have simplified the controls immensely and made the games more enjoyable. Of course, with Grim I could cope with the quirky control system (and pain in my wrists from long gaming sessions) because it was a great story and a compelling game, but with EMI it was just plain annoying because the game wasn't even very good to begin with (seen from the standpoint that really, Ron Gilbert should have done the entire series from beginning to end, so we'd know the real Secret of Monkey Island(TM)). :p

anonima
11/04/2004, 03:18 am
Console adventure games don't work very well since most involve using the mouse. Try playing the NES version of Maniac Mansion. Then again, they could include a special mouse like in Mario Paint.

But if you are gonna use a mouse, why not just use the computer? Leave consoles for other genres....:P

anonima
11/04/2004, 03:33 pm
To be completely frank I am a bit discouraged by the fact that still (it's nearly a week now!) none of the developers replied to this topic. :((

Then again ...this is maybe just because I've had bad experience with (some other) game companies (including LucasArts)

anonima
11/05/2004, 09:17 pm
They're probably just busy working on their first game.

anonima
11/05/2004, 11:23 pm
Hi hook.

Sorry for the delayed response. As THM guessed, we've been kinda busy. ;) However, we do appreciate the questions, and are digging the forum activity!

I love linux - as a matter of fact, I have a couple linux boxes as servers. Linux rocks.

As with most companies, whether or not we create a Linux-based game will be based on the cold hard economics of the endeavor. At this point we're focused on getting the first game out and making the company financial viable - you guessed it, that means windows, and possibly console. To the chagrin of all of us Linux users, the install base isn't as big.

If we have the time and resources, we'd love to see how the Linux community takes to our products. We're not ruling it out, we just have to make sure we can feed the team, and our families first. Those folks eat A LOT! [>:D<]

anonima
11/05/2004, 11:39 pm
I think that, generaly, porting a PC game to a console is a bad idea. Normaly one of the versions is lacking. If you design a game for a computer (it's fine to port to other OS) and move it to a console, something is almost always lost. You can always tell when a game has been made for XBOX and has been ported to something like PS2. It's because of the systems capabilities. In some areas it is evident for OS. Like with EXE's. You can never run them on a Mac, but you find them left right and centre on a Windows. That is why it is important to make sure when porting that you have lost the mininmal amount of quality. It is similar with different languages. Watch.

I wrote this line and put it through a translation tool in Spainish

Hello all my friends, what a wonderful evening it is.

Then to Spainish

Hola todos mis amigos, una qu� tarde maravillosa es.

and back to English.

Hello all my friends, one what late wonderful is.

anonima
11/06/2004, 03:07 pm
Thanks, Troy!

I almost gave up on you guys. I completely understand your economic needs - it's how the world works. For the moment I'm quite content that you're not ruling it out. :D

I hope you read the whole thread, especially cappuchok's posts - his ideas and suggestions are IMO very good and worth considering.

About porting to consoles. I'm not really sure there's a big market for adventure games there (except simple kiddie ones perhaps). I'm not trying to mob or anything. It's just that I really don't see PS or even Xbox users play a Grim Fadango-like game O_o ...it somehow just doesn't add up (plus it sounds a bit perverted :p ...adventures on consoles). Anyhoo, I'm sure you'll make a market research before you make such a big and tedious step.

Good luck with your current project (and hope to see it someday on my Linux box :D)

Kevin
11/06/2004, 11:33 pm
Just out of curiosity, have any of you Linux folks had any experience or luck using DXGL?

reference: http://sourceforge.net/projects/dxglwrap/ for more info.

Kevin

anonima
11/07/2004, 12:13 am
Just out of curiosity, have any of you Linux folks had any experience or luck using DXGL?

Since it's still in alpha-state and the guys at v3x.net don't provide any information on what existing games might run on DXGL... I had no luck in getting anything to run on it...

Anyways, I'm no developer, but for the average gamer it's not of interest yet, it seems.

They seem to be very interested in a BeOS-port of Direct3D, which is nice (I really like BeOS), but which isn't a very 'realistic' platform for further developments.

... and the last update to DXGL was in January 2003(!).
Hmmm...

anonima
11/07/2004, 12:44 am
i think the appeal of the game on a console..is everyone has the same console..the problem with games on PCs is everyone has old to new pcs and some cant play new games(this is why i figure pc games just arent doin as well as they used 2) personally i have a fairly new pc and a playstation and id love to buy an adventure game on the ps2 if 1 ever came out.. surely you could just substitute the analog sticks for what you would do with the mouse..yeah it wouldnt be that exciting as far as pressing lots of buttons..but you would still have all the fun of an adventure game..plus console games are such a huge market.. as far as feeding telltale kiddies yeah i think a pc game is the first move they need to make..

anonima
11/07/2004, 08:53 am
Nope, sorry, no experience whatsoever with DXGL.

All I know about DX is that Egoboo developers ( http://egoboo.sf.net ) had a very very hard time changing the DirectX Egoboo 1 into OpenGL Egoboo 2. I've talked with Ben Bishop (the lead developer of Egoboo) and he said:
- that if they knew how hard it was to switch from DX to OpenGL, they'd never use DX in the first place
- you actually learn what a mess DirectX is when you try to change the code to use it with OpenGL
- that not everything can be cleanly ported from DirectX to OpenGL (and probably vice-versa). - i remember he was refering to some light effects that DirectX made easy, but in OpenGL they needed to be done with "a bit" different approoach.

I don't really understand why people are so hot on DirectX anyway?! But, well, that's just me - a linux end-user.

Just curious - is your first game going to be based on the GrimE engine?

anonima
11/07/2004, 12:17 pm
Hello!

I'm a new user of the forum, I've been playing adventures games, since i was 5 years old. I'm a linux user. I just write to say, that I'm very happy to see all that adventure games are not death!!!!!!!!
I have to say that from my point of view, linux is a game market to be discovered. I'm developing tools to make linux easyer for users (easy but powerfull) and I can say that lot of people dislike windows and want more posibilites. But one of the problems is that there aren't enough games for linux, thats why I think that an intelligent aproximation of the Telltale game to linux (lower costs) will be a good thing.
Maybe we can discuss in the post how to make economically ok.

Sorry for my english....I'm spanish..

anonima
11/21/2004, 09:20 pm
(:| i'm getting worried you people are getting stuck on linux, this thread is not just about linux. don't forget about macs, there is a large and growing community of mac users around the world, and for about a year, Escape from Monkey Island was shipped free with all Macs, and people like me bought it too (and to all your Monkey Island purists, it was pretty good too, IMVHO)

anonima
11/21/2004, 09:29 pm
Yup. Macs have a proud history of great adventure games, please let us mac users share in their future :D

anonima
11/23/2004, 01:56 pm
I think Mac OS X with it's *BSD base has opened up a lot of possibilities for cross platform gaming, not to mention the extra publicity for the open source libraries.

I've got quite a large selection of Mac games and of those most of my respect goes to those companies who have released multi platform discs. Blizzard and Cyan (the Myst guys) to name a couple.

The ScummVM project helped to point out to folks that the same game files could be used on many different operating systems (and I loved being able to dig out all my old PC adventure game discs :) ).

One of the financial downsides, of course, is that you need a much wider testing plan. So I'd just like to put my hand up now for any Mac alpha releases TTG want to throw out there.

Please release for Mac... we'll buy them!

anonima
11/25/2004, 01:53 pm
lol

i would like to see a MS-Dos port :p

anonima
06/02/2005, 06:24 pm
Just out of curiosity, have any of you Linux folks had any experience or luck using DXGL?

If I'm not mistaken, dxgl is pretty much dead. Most people just use wine, cedega, or crossover office.

Porting:
As far as porting goes, I think opengl, sdl, and openal(if you're using 3d audio) are the best things to go with in respect to macosx and linux. Directx is probably easier to port to XBox, though, and I have no idea about all the other consoles. I do know that Longhorn will probably being using OpenAL for 3d audio so the XBox 360 might be too.

There has to be some adventure fans/programmers who would be more than happy to do some porting if it means they get to play the games. The ScummVM team seems quite capable of porting games when they don't have the source code, so I can imagine they might not have any problem when the source code is available. You can always contact them anyway, just to see how they feel about it.

If the engine is open sourced, then I have no doubt that a linux and/or mac osx port would pop up shortly afterwards. If open sourcing the engine does not seem like a viable strategy considering the method of validating the registration, then maybe there could be a binary module that handles the copyright protection?

I do miss my Texas Hold'em when I'm in linux.

Out of curiosity, does Telltale use LUA scripting? I know that DoubleFine does, and I'm guessing they kind of inherited that from using the Grime engine.

BTW, this:
MI 4 And Grim fandago worked fine with me in ScummVM
is a lie.

The ScummVM team's residual VM isn't quite finished yet. MI3 and all the other Lucas Arts Adventures work fine though. Wasn't sure that was totally cleared up.

anonima
06/15/2005, 03:49 am
I too would like to volunteer for testing for Macs! I run a 1.25 Ghz eMac with 10.3.8