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I'm no fan of Windows, but I will freely admit that their backwards compatibility is outstanding. That, I'd bet a million AP, is why it works on XP. Heck, you could probably still run Windows 95 binaries on Windows 10 (provided they're 32-bit; I believe the 16 bit compatibility was dropped, otherwise you could theoretically have run Windows 1 binaries).
Furthermore, not everyone owns a Mac, or even wants to, but Linux is freely available. It's certainly commendable that the dev has MacOS on the roadmap though.
So yeah, I hope this clarifies things, although it's based on speculation. And if it does turn out señor dev DOES run testing on WinXP...: Why? That's madness! ;)
Any word on this?
Mac is discontinuing Flash support at the end of 2020, which would mean no Mac user can play. So far, I can only play on Kongregate.
I can definitely understand the economics of time and coding... Although, isn't there an arguement to be made that there aren't many mac players because the game isn't playable on mac (besides Kongregate)? If I had a way to boot Windows in parallel, I would play that way instead of playing inside Kongregate, which I imagine is true of some other mac users.
idk. It's your game, but I imagine if you open it up to other platforms, you would probably see the player base expand too.
I think he meant that there aren't enough Mac players in general (not just the ones who may be playing this game) to justify the time/effort cost in making it for that platform.
Sure. I guess I'm wondering how many ngu idle players play directly on Kongregate. Kartridge and Steam are both extremely superior playing experiences, and I don't know how many people that are out there that play 'online' in general. If I personally had a choice, I would play on steam or Kartridge, but because I'm bound to a MacOS, I'm stuck playing with Flash via Kongregate.
I don't know how the backend works - I don't know if he can see that I'm a mac user if I play on Kongregate, and if I use adblockers if that effects the analytics. I'm wondering that, becuase Mac users are stuck using ♥♥♥♥♥♥ flash, if that deflates the numbers of Mac players in general, and if he did make a Mac-compatible version, if he would see a large increase in numbers.
It's like if McDonalds said "we don't want to put veggie burgers on our menu because we don't see a lot of vegetarians coming through our doors anyways." Well, add the veggie burgers, and they just might come.
That's my thoughts. idk. I don't know the analytics or what it takes to recode a game like this. I'm just bummed that in about 10 months I won't be able to play what I think is the best idle game I've ever played in my life.
You're still missing the point. It doesn't matter how many Mac users exist outside of steam. If he made a Mac version it would be released *on Steam*. So the only numbers that matter are how many Mac users are currently on Steam. That number is currently around 2% of total install base. You could argue that if every mac user on steam got NGU Idle, 4G would see a bump in users, but compared to 2% of the PC install base, that's all it would be, a bump. That's assuming every mac user on Steam played NGU Idle.
A more reasonable *assumption* would be that 2-10% of Mac users on Steam would get NGU Idle, and 2-10% of them might give 4G some money. So that's 2-10% of 2-10% of 2% - The number is vanishingly small - even if you use larger numbers.
Bound? Go to any used computer store get a laptop for a fraction of the money you've spent on Steam.
Sad!
I googled these for you.
https://www.winehq.org/
https://support.apple.com/boot-camp
https://www.microsoft.com/en-us/software-download/windows10
I guess I'm curious what the work involved in bringing it to macOS is. You're using Unity, which of course supports macOS, as does Steam. I would have thought for a game which is not very graphically advanced*, it would be relatively easy (I realize nothing in programming is actually easy once you get past Hello World) since you're not using the latest APIs or targeting high-end graphics cards.
I realize macOS users are a small percentage of Steam users, and I won't try to dispute that. But since you're partway there already with your graphics engine, I'm curious if you would be willing to try building for macOS as a sort of beta and see how much work it actually is. I'm more than willing to volunteer to test such a build for you if you got that far.
I actually did get NGU Idle up and running in Steam via Wineskin Unofficial https://github.com/Gcenx/WineskinServer . Steam doesn't exactly work--library screen is blank, I'm guessing because their new library view uses some DirectX something or another that Wine doesn't support. But I was able to use the Steam icon in the menu bar to pop an installer window for GNU Idle, and then use the same icon to open it once it was installed.
The game uses a little over one core's worth of CPU the entire time it's open, and it causes the fans on my Mac mini to run at 100% the whole time it's open, although again I'm thinking that's more to do with the Wine layer than the game. It mostly works, although there are are a few blank button labels, and for some reason the input fields for Target on the various screens don't show anything. I can type in them, and it recognizes what I have typed, it just doesn't show it.
* Please understand I don't mean "not very graphically advanced" as a slight. I simply mean as compared to, say, Satisfactory, it's not very graphically demanding. I guess that's a better phrase.
My macbook pro experiences the same performance, nearly 100% fan speed while running. Although, if I close the game and reload it, it runs great on low fans for about half an hour.