Gunpoint > Discuss the game! > Détails du sujet
Pentadact  [développeur] 5 août 2013 à 5h33
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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Robly18 5 août 2013 à 6h56 
Yay, update! Thank you!
cakerolll 5 août 2013 à 7h55 
cool
maddog_ie 5 août 2013 à 17h38 
Thanks for the update Tom. Keep up the good work!
Dalek 6 août 2013 à 13h08 
Bought it today and now I read the chance of being ported to linux, this awesome. Thanks Tom!
llamaboy711 6 août 2013 à 16h43 
awesome
Happy Cthulhu 7 août 2013 à 8h59 
cool
Tab 7 août 2013 à 9h24 
Been waiting for workshop, im too lazy to make my own levels
Bogus 11 août 2013 à 7h47 
good idea the steam workshop integration!
Bloodedge? 12 août 2013 à 3h53 
Keep at it Tom, your game is really a fantastic little gem, and I'd love to see Workshop integration so I can play all the cruel and devious levels that the community creates.
Colonel Mustard 14 août 2013 à 11h59 
YES! Finally! Thanks Tom.
RiptoR 15 août 2013 à 4h21 
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.
liamrybczynski 15 août 2013 à 21h28 
Can the game also get Steam cards? Those would be cool to have.
The English Gentleman 17 août 2013 à 14h11 
Potatos for all !!!
Imaria 30 août 2013 à 18h09 
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 ;)
NSANE 1 sept 2013 à 19h35 
This game screams for rebinds. Without rebinds, any game is useless to me since I'm left handed.
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