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Offline CSixxTopic starter

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Considering an OS3.x port of our game, help...
« on: June 18, 2009, 06:09:00 PM »
Hello all,

Me and a friend have developed a trivia game that is currently available for Android phones (G1), iPhone, and Windows (Linux via mono and MACOSX to follow soon), and I am interested in trying out a port to OS3.x but have a few questions before i decide to start.

The game is an online game that uses webservices, is this going to be a problem on OS3.x? I haven't done much research yet, but I suppose that even if I have to construct/parse my own get/post commands to the webserver, I should be able to implement this, correct? Anyone have first hand experience?

We've had to use several languages in our other ports of the game (C#, Objective-C, Java), I assume c/c++ is the only viable option for the classic Amiga?

Thanks for any tips you can offer.

Not trying to make too much of an advertisement out of this post, but if you are interested, the game is called: GeoTeam Pub Trivia and you can read a more detailed post (with screenshots) here: http://androidforums.com/android-games/6114-geoteam-pub-trivia.html

Thanks,
CSixx
 

Offline ElPolloDiabl

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Re: Considering an OS3.x port of our game, help...
« Reply #1 on: June 18, 2009, 06:36:21 PM »
I think you could count the amount of OS3.x net surfers on one hand. Their may be a few more using OS4.x
The main problem is the browsers aren't updated very often.
I better idea would be to make a port for AROS. Though I'm not sure which browser that supports.
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Offline odin

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Re: Considering an OS3.x port of our game, help...
« Reply #2 on: June 18, 2009, 07:01:27 PM »
There are various third party TCP/IP stacks for OS3.x: Miami, AmiTCP, TermiteTCP, Roadshow (was that ever released?). They all present themselves as bsdsocket.library. So, no, it shouldn't be a problem.

Offline SamuraiCrow

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Re: Considering an OS3.x port of our game, help...
« Reply #3 on: June 18, 2009, 07:19:54 PM »
Roadshow is the OS4 TCP/IP stack.  It has a classic version but that was never released.

Also, C is more common than C++ on the classic Amiga since GCC is the only workable implementation of C++ on it.  GDB never has worked right on the Amiga so if you use a source-level debugger in any of your coding, you may have some difficulty in C++.
 

Offline persia

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Re: Considering an OS3.x port of our game, help...
« Reply #4 on: June 18, 2009, 07:20:12 PM »
A Mono port to AROS might not be a bad idea...
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Offline krashan

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Re: Considering an OS3.x port of our game, help...
« Reply #5 on: June 18, 2009, 07:29:25 PM »
Quote from: CSixx;512103

The game is an online game that uses webservices, is this going to be a problem on OS3.x? I haven't done much research yet, but I suppose that even if I have to construct/parse my own get/post commands to the webserver, I should be able to implement this, correct? Anyone have first hand experience?

We've had to use several languages in our other ports of the game (C#, Objective-C, Java), I assume c/c++ is the only viable option for the classic Amiga?


If you only want to talk with HTTP to a server, there is no problem. Every TCP/IP stack on Amiga provides bsdsocket.library API, which is very similar to Unix sockets or WinSocks. Then you have to implement your HTTP client "by hand". About programming languages - yes, C or C++ is the way (except of some Amiga specific languages like E). C++ compilers may be outdated however, so C is safer.
 

Offline mike-

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Re: Considering an OS3.x port of our game, help...
« Reply #6 on: June 18, 2009, 07:48:03 PM »
Should be no problem if you consider the bsdsocket.library in the port. As far as compiling goes, we have gcc340 and g++ i believe, gcc433 or 440 is on the way, but those produce slower binaries then 340. Atleast when crosscompiling-

As far as i know there should be no problem, only problems i've encountered with the bsdsocket is whdload games. But im no experienced amiga developer or indeed not an experienced developer anyway so.
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