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Author Topic: Our Amiga Office (Photos)  (Read 45365 times)

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Offline SamuraiCrow

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Re: Our Amiga Office (Photos)
« on: August 17, 2011, 01:30:44 AM »
Quote from: slaapliedje;654995
Problem with doing that would be sacrificing because of different control methods, generally speaking most types of games do not translate well to touch screens.  My advice (and sounds like it might be like this anyhow) is to do it for Linux, Aros, AmigaOS.  Then, perhaps down the line when there is a 4th Humble Indie Bundle, put the game in there!  Not sure how much the total tally of all of them have been, but some serious money has been donated through that and the buyers get to choose which developers get the percentage of money.

The real question I guess is; are the games / software going to be commercial or 'for the love of the craft' and released for free (open or closed source)?

I've got App Game Kit on my Mac so once PortablE is ported to that, I could probably handle several ports.  The catch is:  Is Cammy willing that I port it?
Quote from: slaapliedje;654995

Also, that's an awesome office.  I try to think of things that I should decorate my house with, and I think that Hellboy Poster is now on the list!

If you guys need some sort of Hosting, I might be able to arrange something with you.  I have a decently fast connection, depending on how much you plan on using it (something like a Forum would be nothing).  Though currently I need to work some things out with power issues, but that shouldn't be too much of a big deal.  Let me know.
Hosting may be an issue but I'll let Cammy talk to you about that.
« Last Edit: August 17, 2011, 01:33:30 AM by SamuraiCrow »
 

Offline SamuraiCrow

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Re: Our Amiga Office (Photos)
« Reply #1 on: August 17, 2011, 03:55:10 PM »
@hbarcellos and dreamcast270mhz

Let's try to keep this on-topic here.  Take your MS vs. Google vs. Apple flamefests to a different thread.
 

Offline SamuraiCrow

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Re: Our Amiga Office (Photos)
« Reply #2 on: August 28, 2011, 02:16:51 AM »
@ptek

IIRC, the prototype was made with a game editor called "Backbone" that was, in turn, programmed in AmosPro.