Loved the article. My beef is debugging IOS Safari. It's so tragic that it's The Next IE™ but I can't debug it without a mac. There has always been ways to do it, but talk about jumping through hoops to see a debug window.
One game, by one man, on six platforms: The good, the bad and the ugly
21–30 of 156 posts
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#22ConcernedApe did a fantastic job maintaining the game on various platforms.
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#23Loved the article. My beef is debugging IOS Safari. It's so tragic that it's The Next IE™ but I can't debug it without a mac. There has always been ways to do it, but talk about jumping through hoops to see a debug window.
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#24One issue with publishing a browser-based game that this article glosses over is: managing save data. The browser provides Local Storage, but that isn't reliable as a "source of truth" since browsers (mostly on iOS, I think) may delete the data periodically (thanks, iOS, for deleting my Wordle history!) or when clearing browser history. Aside: the worst situation is when publishing on itch.io and playing on an iPad--…
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#25But it seems like a lot of the other Mac issues are related to Steam.
A normal Mac app sold online or through the store wouldn’t need special entitlements for dylib loading, and Xcode could easily handle all the signing for you. Xcode cloud could help too with builds.
I don’t think the game being Electron would matter there.
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#26I wonder how that compares to using an engine like Godot, Unity, or UE for cross-platform support? I love Electron and WebView is nice too, but neither would be my first choice for creating a video game. Personally, I'd prefer a native app that compiles to WASM for web support.
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#27Re: One game, by one man, on six platforms: The good, the bad and the ugly
#28What do they mean when they say Linux is saturated?
I suspect that what he means (in both cases), is that sales are low on both platforms, and they are not worth the effort to port to.
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#29Great read, very eye opening. > Similar to developing for macOS, a Mac is pretty much required for developing for iOS and there’s the $100 per year developer membership fee. I think the combined income of both iOS and macOS (95% of which comes from iOS) barely covers the cost of the membership fee and the cheapest Mac Mini. I think this contextualizes the post well, seems like overall revenues might be in the <$10k o…
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#30If I had a time traveling magic wand, the one Software Thing I would wish for would be that native, cross platform toolkits had won the war rather than the whole industry punting and declaring The Web Browser to be the target platform, or these super-high-level Game Engines. For decades, I always hopelessly thought the OS and hardware gaps would eventually be bridged by something like Qt or SDL or wxWidgets, and we'd…
Examples
- SDL
- GLFW
- Openframeworks
- Monogame/FNA/XNA/etc
- Haxe