![]() ![]() Same old problem with crowd funded games - no accountability. People bought into their game based on that promise. Quoting: AdutchmanThis isn't a question of "5 minutes of Google"Yeah, I agree - it's definitely a bit more work than that to ensure Linux compatibility. or working on a native Linux port which might work worse or on-par with proton For them, the choice is working on better gameplay etc. Remember: in software development, each feature you work on is time that could be spent on something else. With tiny devs it is mostly not a question if they could do it skillwise, but wether they have the time for it. That said it would work the same way with libs on Linux, but 5 minutes google seems to be to much to ask for most devs these days.This isn't a question of "5 minutes of Google": it is about figuring out how Linux works and fixing the bugs now, which can take quite some time, and maintaining it for the future. Ever installed a windows game via steam? Maybe you have seen it when it installs those packages when you first start the game. That is a lot of bloat to be fair but it causes less problems in the long run. Windows has the same issue, and to fix it they bundle specific DirectX versions, DLL versions and other things like visual c++ with each game. it change very frequently and break many applications, it's hard to maintain a software if you can't maintain a stable system, or avoid manipulating the userspace Making native Linux games is hard especially when you have to deal with third party engine which may not handle Linux as well as Windows. Quoting: coeseta Quoting: iWeaker4You Quoting: SpykerUnfortunately this is a trend that will go on in the future. It does in fact already run extremely well with the Proton compatibility layer both on Linux desktop and Steam Deck, take a look at one of my earlier videos of it on Deck below: A Linux build may still be a possibility in the future but at this time it is on hold until Unity's Linux tool chain is in a better state and we have the resources to dedicate to figuring it out properly. While they say you can do it, it does not work all that well and, as stated above, there are graphical errors and various other issues that make the game unplayable. Right now the Unity tool chain for making native Linux builds is still experimental. Update: in their Discord, a developer added this clarification:Ī little clarification on the Linux News. We apologize for any inconvenience this might cause. ![]() The Proton version of the game has a much smoother experience and the tests on Steam Deck showed great promise. Unfortunately, we won't be able to make a Native Linux build, there were far too many issues and we couldn't get it to run properly. ![]() You ARE allowed to use Structures from the editor - you are NOT allowed to use other users' Structures for this particular contest.We are making sure the game runs on Proton and will be doing a pass at reaching full green status on the Steam Deck once the game is fully out. ONLY ONE AUTHOR PER ENTRY, we will NOT be splitting prizes nor allowing teams.ĩ. This is not a campaign competition, but a single map competition.Ĩ. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and any non-greybox art) was not released for public download.ħ. Keep things unique and show us your own individual sparkle.Ħ. Do NOT use any content created by others or Imported from another game. Do NOT remake a level, nor part of a level, from a different game. Users should be able to "finish" your level and enter the "leaderboards" screen.ĥ. The Prodeus Dev Team and GUEST JUDGES will play through the maps and rank them based on Fun / Originality / Visual Presentation / Polish.Ĥ. ![]() December 15th, 2022 before 12 am EST Note: all maps are dated and time stamped when published to the workshop.ģ. ![]()
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