Anarchy Arcade

Anarchy Arcade

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Linux / SteamOS Version?
Is is possible?
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Showing 1-15 of 17 comments
I hope so.
Grimreaper1979a Sep 24, 2014 @ 2:04am 
Me too, Im running Mint 17, with the SteamOS Session ...
Lanky Kong Oct 15, 2014 @ 1:58am 
i'm installing it on wine, i'll tell you how great it works.

(i"m on elementary os 1gb vram, i3 2nd gen ~2.3ghz)
Kandarihu Oct 19, 2014 @ 11:37pm 
All I know for sure is that there was a prototype version called SM Arcade Anarchy Edition which also had a native Linux version. I'm certain that a Linux version of Anarchy Arcade is possible. And I'm getting rather concerned about the wait, since I'm about to build a computer that will also be Linux-only.
SM Sith Lord  [developer] Oct 20, 2014 @ 5:53am 
Linux support is something I had to cut when the original Kickstarter failed. There is no Linix/Mac versions of Anarchy Arcade planned to be released now.

I too was looking forward to using AArcade on my Steam Box (once I get one), but I'm the only person on the development team still since I couldn't raise money to buy a resale license and bring on additional coders/artists.

Instead, I've been spending my time working on the features that the Early Access players have requested the most, and they are overwhelmingly English speaking Windows users so cross-platform and multi-lingual support have been postponed indefinitely unless something changes.
Kandarihu Oct 20, 2014 @ 7:19am 
In that case, could you please consider adding Mac/Linux support as a stretch goal to your upcoming Kickstarter? I probably won't be able to donate much while still building my next computer. But I'll see what I can scrape together.
Lanky Kong Nov 16, 2014 @ 9:34am 
crashes at the title screen on wine
Last edited by Lanky Kong; Nov 16, 2014 @ 9:35am
Huyderman Nov 24, 2014 @ 8:41am 
Too bad there won't be any Linux/SteamOS version, it would have been a really cool alternate interface for the Steam Box I'm planning to build. I've been following this project a while and would love to back the kickstarter, but have trouble justifying it since I primarly use Linux. :(
Grimreaper1979a Nov 24, 2014 @ 9:36am 
Originally posted by Huyderman:
Too bad there won't be any Linux/SteamOS version, it would have been a really cool alternate interface for the Steam Box I'm planning to build. I've been following this project a while and would love to back the kickstarter, but have trouble justifying it since I primarly use Linux. :(

I know the feeling, I have a fairly recent laptop Im converting to a Steambox / HTPC. And would have loved to have a linux version of this.
Kandarihu Nov 24, 2014 @ 10:26am 
Why are you giving up on this? We don't know for sure that there's no chance of a Linux version being made. Unless Sithlord outright refuses to even put a stretch goal for a Linux version on the Kickstarter, there's still a ghost of a chance for this. Let's not give up, people.
Grimreaper1979a Nov 24, 2014 @ 10:30am 
Not really giving up, just more like thinking ahead. *IF* a Linux version is released, it probably won't be out until well after the official non-early access release.
SM Sith Lord  [developer] Nov 24, 2014 @ 10:43am 
If I had the money to pay a Linux coder, I could do it at the drop of a hat. But it's going to be a stretch just to reach the current goals of the Kickstarter, so it's best not to list unrealistic goals there too.

Don't worry though, if the Kickstarter becomes wildly successful, there are many features that were cut that would likely find their way back in, such as multi-language support and Linux. AArcade is actually the reason I was looking forward to building a Steam machine.
Tyrone Nov 24, 2014 @ 5:30pm 
*drops hat* I code Linux go get a Linux coder I need Linux version
SM Sith Lord  [developer] Nov 25, 2014 @ 5:01am 
Originally posted by Devin:
*drops hat* I code Linux go get a Linux coder I need Linux version

Sounds promissing! Have you ever wroked with Source engine before?

In order to make a Linux port we'd have to 1st be able to compile a working Linux version of the Source SDK Base 2013.

After that is working, we could start adding AArcade's code to it. For the most part, it will be cross-platform already, but there will be certain things that need to have Linux-specific alterations in place. Probably the code segements that deal with window management, since the Windows API is used for those types of things.

After AArcade's internal cross-platform code is in-place, then we'd need to start working on Linux-friendly solutions for the external libraries that AArcade depends on. The primary libraries that AArcade uses are already cross-platform; however, the Linux versions of the libs are not as full-featured as the Windows counter-parts in some cases, so additional alterations to how AArcade interacts with these libs when being ran on Linux would be the next task.

An additional issue that could be encountered is a external library that has no Linux counter-part (I stopped confirming that the libs AArcade uses had cross-platform support when cross-platform support was removed from AArcade's dev plans.) If any external libraries turn out to be Windows-only, we will have to find Linux alternatives and figure out a way to get them coded in as alternatives.

I expect that porting AArcade to a Linux build would take about 3 months solid work. Since there's less than 3 months until AArcade's release in total, a Linux port would not be ready until some time after release, should it happen.

If this is the kind of commitment you're ready for, add me on Steam! I've never built the Source engine on Linux before, but I can help you get started assuming that setting up Visual Studio is the same for Linux as it is for Windows. After you have the Source engine to play around with, you can spend some time determining if this is the kind of task that falls within your skillset.
Tyrone Nov 25, 2014 @ 5:23am 
I wasn't saying I'd code but I'd do it if I had the time.
Originally posted by SM Sith Lord:
Originally posted by Devin:
*drops hat* I code Linux go get a Linux coder I need Linux version

Sounds promissing! Have you ever wroked with Source engine before?

In order to make a Linux port we'd have to 1st be able to compile a working Linux version of the Source SDK Base 2013.

After that is working, we could start adding AArcade's code to it. For the most part, it will be cross-platform already, but there will be certain things that need to have Linux-specific alterations in place. Probably the code segements that deal with window management, since the Windows API is used for those types of things.

After AArcade's internal cross-platform code is in-place, then we'd need to start working on Linux-friendly solutions for the external libraries that AArcade depends on. The primary libraries that AArcade uses are already cross-platform; however, the Linux versions of the libs are not as full-featured as the Windows counter-parts in some cases, so additional alterations to how AArcade interacts with these libs when being ran on Linux would be the next task.

An additional issue that could be encountered is a external library that has no Linux counter-part (I stopped confirming that the libs AArcade uses had cross-platform support when cross-platform support was removed from AArcade's dev plans.) If any external libraries turn out to be Windows-only, we will have to find Linux alternatives and figure out a way to get them coded in as alternatives.

I expect that porting AArcade to a Linux build would take about 3 months solid work. Since there's less than 3 months until AArcade's release in total, a Linux port would not be ready until some time after release, should it happen.

If this is the kind of commitment you're ready for, add me on Steam! I've never built the Source engine on Linux before, but I can help you get started assuming that setting up Visual Studio is the same for Linux as it is for Windows. After you have the Source engine to play around with, you can spend some time determining if this is the kind of task that falls within your skillset.
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Date Posted: Sep 24, 2014 @ 2:03am
Posts: 17