Re: ... shareware?
> For what? An ancient-style clone of a
> bland genre? You've got to be kidding
> me. These days, if someone were to pay
> money for gaming on linux, he'd be going
> to Lokigames or one of the other
> linux-game providers.
> Shareware is a windows thing, I don't
> think it makes much sense on a platform
> like linux. Also, I'm pretty sure there
> are a lot of clones like this available
> under the GPL.
No one forces you to pay for my game. If
you think it's worth the money, you can pay. If
you don't think so - which seems to be the
case - you won't pay. So what's your
And why is shareware a windoze thing? I
think there should be more options than:
1) make free software for fame and some
2) work for a commercial company and do
some bloody stuff you don't like
The freedom of Linux does also imply that I
can freely decide how to license my product
(that doesn't depend on any GPL
The success of Linux shows that good
software doesn't need a great company
behind it. But I think for several reason that
GPL style development is not a good solution
for entertainment stuff (see my website). Do
you think we should leave the Linux game
market to the big capitalists?
Sure, GammaPatrol is an ancient
arcade shooter. But I wasn't able to find
anything similar to it (for Linux). If you are so
sure, please let me know about alternatives.
There a several people who like games like
this (for nostagic reasons or what ever),
Perhaps you don't, but there are enough
(stupid IMHO) FPS games for Linux
And finally, if everything else fails: simply
ignore the fact that you can download the
source and compile it under Linux. Then you'll
find a windows binary on my website and your
conception of the world is restored.
Why so much hazzle?
Sigh, why are you all complain about the design?
Design is a matter of taste, nothing to argue
about. I think most just dislike the idea of
being confronted with something new...
What's really important is usability and I agree
to most things mentioned in the comments above,
but that's just a matter of fine-tuning. Did
anyone ever see a perfect 'first release'???
For me the new project structure alone is
justifing those inconveniences.
But I admit that I'm disappointed a bit about
the policy to setup the new interface without
warning. Some discussion about "what's missing
and what should not change" before creating the
new interface could have avoided most riot.
After all: well done, scoop!