Gunpoint

Gunpoint

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Pentadact  [developer] Aug 5, 2013 @ 5:33am
What we're working on (including Steam Workshop!)
To keep you up to speed, here’s a breakdown of what I’m working on at the moment:

1. Fix the last few Gunpoint compatibility problems

I fixed a lot of bugs pretty quickly in the first four patches, but the last ones left are tougher. Most of them aren’t mistakes in my scripting, they’re fundamental incompatibilities between the engine I used and certain PC configurations. So fixing them means porting Gunpoint to a new engine, and exactly how we do that is a big, complex, important decision for the future of the game.

I have three different ways I could get it done, so I’m investigating two of them while trying to do the third one myself. If doing it myself works, that’s handy. If not, I’ll know how hard it is and how much I should be paying to get it done.

Whichever method we use, it should fix those compatibility problems, make the game run much faster for everyone, and pave the way to port it to Mac and Linux.

2. Steam Workshop integration for custom levels

This has always been the plan, but obviously it doesn’t make sense to do it just before switching engines – it would have to be re-done immediately after. My first priority is to fix the game for the few people who still can’t play, and helping people share levels will be my next job after that.

3. Mac and Linux

How I do these ports depends heavily on which method I use for 1, as will the time frame. These two are my main priorities, though – if we ever do any other ports, they’d be handled externally so I can stay focused on PC platforms.

Here's the blog post: http://www.pentadact.com/2013-08-04-gunpoint-what-im-working-on/

If you want some idea of the kind of fun I’m having, the image in that post is from the fourth try at getting Gunpoint working in Game Maker Studio. The first three just crashed outright, and in number four Conway is distorted (?), all floors are transparent (!), the screen is being rescaled from 1024×600 with the wrong aspect ratio (!?), and the Rooke logo is now misspelled (!?!).

Fixed all those, with some help from the kind folks at YoYoGames, so now I probably only have a few thousand more crazy issues to go!

Thanks for bearing with me, folks.

Tom
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Showing 1-15 of 129 comments
Robly18 Aug 5, 2013 @ 6:56am 
Yay, update! Thank you!
cakerolll Aug 5, 2013 @ 7:55am 
cool
maddog_ie Aug 5, 2013 @ 5:38pm 
Thanks for the update Tom. Keep up the good work!
Dalek Aug 6, 2013 @ 1:08pm 
Bought it today and now I read the chance of being ported to linux, this awesome. Thanks Tom!
QwilleiO Aug 6, 2013 @ 4:43pm 
awesome
Happy Cthulhu Aug 7, 2013 @ 8:59am 
cool :beatmeat:
Beef Aug 7, 2013 @ 9:24am 
Been waiting for workshop, im too lazy to make my own levels :B1:
Bogus Aug 11, 2013 @ 7:47am 
good idea the steam workshop integration!
subpoenis Aug 14, 2013 @ 11:59am 
YES! Finally! Thanks Tom.
RiptoR Aug 15, 2013 @ 4:21am 
Did the dev implement remapping yet? I'd like to play this game, but I'm on an AZERTY keyboard, and I don't want to install third party tools (for example AutoHotKey) just to be able to remap the keys to something useful.
WhacktheCat Aug 15, 2013 @ 9:28pm 
Can the game also get Steam cards? Those would be cool to have.
Dirty Belter Aug 17, 2013 @ 2:11pm 
Potatos for all !!!
Imaria Aug 30, 2013 @ 6:09pm 
Pre-bought it during the Summer Sale in the hopes that you'd port it to Mac eventually, so don't let me down! As long as you port it over at SOME point, I'm happy. "Later" is a perfectly fine timeline for that ;)
notNSANE Sep 1, 2013 @ 7:35pm 
This game screams for rebinds. Without rebinds, any game is useless to me since I'm left handed.
ender.anders Sep 11, 2013 @ 1:53am 
Originally posted by Imaria:
Pre-bought it during the Summer Sale in the hopes that you'd port it to Mac eventually, so don't let me down! As long as you port it over at SOME point, I'm happy. "Later" is a perfectly fine timeline for that ;)

Ditto Duder!
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Date Posted: Aug 5, 2013 @ 5:33am
Posts: 129