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Post by raptor85 on Dec 29, 2018 22:15:02 GMT -6
Lets say you tell the engine to load a model for an enemy called EnemyPuppetOne. One developper writes code with load("ENEMYPUPPETONE"), his college codes it as load("EnemyPuppetOne"), and the modeler saves the file as "Enemypuppetone". On windows this will work since windows filesystem is case-insensetive. Tell Windows to load ENEMYPUPPETONE or EnemyPuppetOne or even EnEmYPuppETonE., internally it will look for a file in all capitals and on the disk it will find that file and load it... .. This is why you need to do this cross compiles early and often to catch this kind of coding mistakes. You're not wrong exactly, but to clarify a bit, if you've never done any work with UE4. UE4 most resources are engine managed, and any that aren't will be in C++, so name casing should NEVER be an issue in UE4, the only place you could really mess it up is in the C++ if (for whatever reason) they're directly loading files from it with hard-coded names...which is a huge no-no anyways. Even then if a C++ programmer is ignoring case sensitivity in a notoriously case sensitive language they've absolutely failed as a developer and you have to question every line they ever wrote. But yes, it would have literally taken a single button press to also produce a linux target and not just a windows one each day to keep this from ever being an issue either way. The only real engine issue that could potentially come up actually happens more on mac then on linux, and that's shader incompatibilities between drivers. Mac and Linux tend to have far more strict GLSL support and sometimes developers might rely on undefined states that just "happen" to work on windows. UE4 tends to kinda "soft fail" on these and you just get weird graphics glitches or slowdowns, Ark had this problem for a LONG time with the "psychedelic rain" bug. (any time it rained the rain would, instead of being translucent droplets, be opaque shards of every color under the rainbow, it was actually quite beautiful if not for the fact that it obscured your view to the point it was unplayable, thankfully it doesn't commonly rain and it only happened in some areas of the map, plus it's now fixed.)
My money is on it being an 11th hour purchase of some middleware to fill some gap the development team couldn't figure out how to do themselves, which tells me 505 is more than likely pushing to rush this project out the door and call it done much like they did with the recent Underworld Ascendant.
Artplay/505 have a LOT of explaining to do, especially as to why they specifically told fangamer to not allow any refunds in complete violation of the kickstarter TOS (not to mention EU law, as well as it being a contract violation that can be litigated in the US), it seems though they literally dropped this bombshell off on us and went off on holiday, so far my emails back and forth have only been to really confused and overworked support staff, so we might not hear any real answers until next week.
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Post by shinmegaminine on Dec 30, 2018 6:47:24 GMT -6
now too lazy to finish 2 MAJOR versions? You'd either better be ready for some hell to pay or at least provide refunds for them, because they're going to take it out of you one way or another, especially if they don't have another platform. Ah yes, Linux, a major gaming platform.
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Post by shinmegaminine on Dec 30, 2018 6:52:59 GMT -6
I sincerely hope that the developers will reconsider their decision to not support Linux and macOS. I’m a seasoned Mac user, and tools like crossover, wine, VMware, parallels, and bootcamp are no stranger to me, but boy howdy, is it a crapshoot being able to predict whether the game will run well from start to finish and how easily one can get it installed, especially when you are virtualizing. Well get it for Windows don't you have a Windows computer? Bro, I relate when you say that Wine and Vmware don't always work perfectly, especially for newer games but I mean, doesn't that mean you better get a desktop pc with Windows installed then if you wanna play games? So you don't have to recur to virtual machines or emulators, or I mean what about a console such PS4?
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Post by browren on Dec 30, 2018 7:32:31 GMT -6
I sincerely hope that the developers will reconsider their decision to not support Linux and macOS. I’m a seasoned Mac user, and tools like crossover, wine, VMware, parallels, and bootcamp are no stranger to me, but boy howdy, is it a crapshoot being able to predict whether the game will run well from start to finish and how easily one can get it installed, especially when you are virtualizing. Well get it for Windows don't you have a Windows computer? Bro, I relate when you say that Wine and Vmware don't always work perfectly, especially for newer games but I mean, doesn't that mean you better get a desktop pc with Windows installed then if you wanna play games? So you don't have to recur to virtual machines or emulators, or I mean what about a console such PS4? I liked the part where you completely ignored their lying to get their project money, and then try to offer something else that isn't what was promised.
That's called "bait and switch," maybe look it up.
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Post by browren on Dec 30, 2018 7:54:39 GMT -6
now too lazy to finish 2 MAJOR versions? You'd either better be ready for some hell to pay or at least provide refunds for them, because they're going to take it out of you one way or another, especially if they don't have another platform. Ah yes, Linux, a major gaming platform. My Linux Steam account is 700+ games, with plenty of AAA titles from companies that actually keep their promises. Rise of the Tomb Raider looks magnificent on an Asus ROG laptop running the latest Ubuntu, and I don't have to worry about antivirus software sapping performance. AND, with Steam's Proton project, a ton of Windows games just work.
But do tell me all about how great the Switch version running on a puny half-HD screen will be, if only I'd drop another $300 for someone else's platform because the devs haven't got the skills to do what they said they were gonna do. >_>
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Post by Enkeria on Dec 30, 2018 8:09:26 GMT -6
How are the odds, if Bloodstained: Ritual of the Night, sells so well it can get a re-release but on more platforms? Vita excluded.
Anyone know the details on this, what is plausible if the budget is there post launch?
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Post by kirtap on Dec 30, 2018 16:25:10 GMT -6
Kind of disappointed they'd cancel Linux, but kind of surprised they'd cancel Apple. I didn't back the Linux version, but I work with Linux a lot and I got to say, its actually kind of a fun os. I currently use a VM with xubuntu for work. Extremely customizable. Its always great to see games supportted for it, even though I'm a Windows user myself and don't play games at work (because that'd be an extremely bad thing, lol). I hope that maybe a small snow ball's chance in an extremely hot hell that at some point they would consider a Linux port after its release.
Edit: Not that I don't understand why they'd axe the Linux version though.
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Post by djtanng on Dec 30, 2018 21:48:49 GMT -6
For anyone else interested, I did some more zooming in on the pics of those map layouts on the desks and noticed that 2 of the maps don't match up. They don't seem to be inverted versions of each other either. Two different castles maybe? If not, they could just be alternate versions of the same castle.
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Post by Galamoth on Dec 30, 2018 22:41:12 GMT -6
djtanng Could just be different sections of the same castle map. Still fun to speculate, though! I was hoping to see something hinting at an underground lake area, personally. The image gets too blurry after zooming in a few times.
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purifyweirdshard
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Post by purifyweirdshard on Dec 31, 2018 9:32:36 GMT -6
Cross-posting my comment from the KS here.
I doubt this will change anyone's mind, but I think all of this is important to know for those concerned, just some history for perspective on what's gone on with the game from its start and what I think led to this, with me holding back no unfortunate detail. Mike touched on/hinted at some of this earlier.
Mighty no. 9 promised Mac/Linux. It was delivered, too, eventually. They're also still "promising" 3DS and Vita, from 2013. This was a promise made by Deep Silver and Inti Creates, two companies who were one proven and one heavily speculated to an almost certainty to have been involved in Bloodstained. They may have been tied at the hip. That may be why Inti had to be removed, because Deep Silver is terrible. I'm sure most of you have seen the "masterclass" trailer, but besides that and perhaps more importantly, we saw how bad Mn9's different ports were. I consider PS4 a lead platform, and it isn't even one of the more infamous versions of Mn9, but it remains the only PS4 game to ever hard lock my system. A guy I know personally had the same thing happen to him, but multiple times. I only allowed it once - if a game forces me to cut the actual power to my system, that's a little extreme.
I believe what happened is - Inti Creates/Deep Silver were cut from the project, but the team that was left (just ArtPlay at this point, as this was before they found Dico, 505, now WF, etc) resolved to SOMEHOW keep all of these promises that turned out to almost kinda-sorta be accomplished by Mn9 (and this includes exclusive rewards/their (non)delivery). At the time of Bloodstained's conception, it was early-mid 2015 and likely planned a good bit before that, so it wasn't quite yet obvious to Bloodstained's planning phase that things were going to fail spectacularly on the Mn9 front. In its early-mid days in development, it was considered actually a pretty successful and then kinda a moderately successful thing, and then just got worse as time went on and the assets came out and poor or non-delivery of things occurred. Anyway, I digress - Iga wanted to continue to promise the world.
And I think they certainly tried, until either reality or devs or publishers or all of the above caused them to hit a wall with plausibility of some/all of these things. Some of the promises/platforms would cause one way or another a prohibitive release timing or feature problem, possibly meaning they'd need to push much later in 2019 or even past 2019 - something that their budget probably can't allow. Every passing week that Bloodstained isn't out in the world, that's more and more money to all parties involved, and more time before some can be paid at all. The value of our 5.5 million is a bit overstated and exaggerated, I imagine they went through that easily in the first two years with all the salaries/contracting involved. As we all should know from the pitch trailer, a publisher was to (and did) kick in the large majority of the budget. We were around for proof it was viable.
It didn't all turn out to be a bad deal, though. We got the best of the Mn9-y situation and almost none of its bad or bad decisions, as yet, at least to me. The best of, meaning - Inti Creates just does what they do best - make a 2D style retro game that rocks. Publishing a game on their own (i.e. the platform problems and backer codes), problems working in Unreal, being tied to Deep Silver - none of that worked out so great, but the end result is/was a great thing in CotM. The other bit that we got out of the deal of immeasurable value is Fangamer. They're nothing short of amazing and I'd argue that to the death.
So I think this is about the full story. It doesn't have to and may not help anyone, but you can bet Koji Igarashi is trying his best to keep things on track the best he can. For a while there, it was on him almost exclusively.
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Post by Enkeria on Dec 31, 2018 18:18:32 GMT -6
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Post by fightingcomelightly on Dec 31, 2018 20:00:05 GMT -6
I'm not seeing anything about Dico in these last two updates. The images from this update are Artplay's studio.
Are Dico still working on the game?
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Post by Time 4 Tea on Dec 31, 2018 21:17:06 GMT -6
I'm not seeing anything about Dico in these last two updates. The images from this update are Artplay's studio. Are Dico still working on the game? I'm very curious if Dico is still involved as well.
As an aside - I believe in the old adage: treat the goose the same as the gander. If the Wii U and Vita backers were refunded, the same should apply to the Mac/Linux users. I am personally not affected by this cancellation (I backed the GOG version) but I sympathize with those affected. This project could stand to have some good press and a refund would soften the blow for many.
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Post by cxpher on Jan 2, 2019 8:22:45 GMT -6
I'm a Linux user. 200+ games in my account on Steam. Many AAA.
That being said, I'm no stranger to buying games. My Steam accounts cost alone can buy a pretty high end gaming PC.
Many Linux gamers today are like me. We only commit money to mostly native ports. The occasional proton supported port is fine.
However, going back on promises citing BS reasons is not gonna work. Somehow the middleware magically works on the BSD kernel based Nintendo Switch where the userspace environment is way more limited than Linux? I think not.
This is just them bailing out of it. Thank God I didn't back this game.
The very least they should do is offer Mac/Linux users a refund.
Putting dual booting aside which is what bootcamp is essentially, Mac users don't even have proton (regular wine does not ship FAudio) and obscure old versions of OpenGL. And Mac does not ship Vulkan openly like Linux distributions do.
It's going to be an even bigger PITA to run on Mac than to eventually get going on Linux.
Linux isn't for gaming? I can seriously frag gamers in CS:GO and TF2 just fine. Wanna bet what the guys that get fragged are running? Get off your high horses people. This isn't about what is better for running what.
This is about promises being broken to kickstarter backers. This should concern EVERYONE. Not just the Mac/Linux users. This is fast becoming a trend on kickstarter. So much so that it has begun to take a heavy toll on crowdfunding.
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Post by ovenkitty on Jan 2, 2019 10:54:42 GMT -6
How are the odds, if Bloodstained: Ritual of the Night, sells so well it can get a re-release but on more platforms? Vita excluded. Anyone know the details on this, what is plausible if the budget is there post launch? What about Vita included!? I know, not realistic, but man can dream.
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Post by Enkeria on Jan 2, 2019 13:05:43 GMT -6
ovenkitty Blame Sony, they do not want VITA to represent what it stands for anymore. PS Vita should change to PS Morte. (Pun not intended for Bloodstained). Yeah.. I know.. Perhaps in the future a fan-made port will be made. Who knows. Can't be that hard.. Just takes time and effort, something fans really have on their hands when it comes to projects they love.
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Post by ovenkitty on Jan 2, 2019 16:01:20 GMT -6
ovenkitty Blame Sony, they do not want VITA to represent what it stands for anymore. PS Vita should change to PS Morte. (Pun not intended for Bloodstained). Yeah.. I know.. Perhaps in the future a fan-made port will be made. Who knows. Can't be that hard.. Just takes time and effort, something fans really have on their hands when it comes to projects they love. A fan-made port would be awesome, but the vita doesn't have as active a homebrew community as the PSP did. I at least hope that they test and optimize remote play
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Post by Enkeria on Jan 2, 2019 18:01:24 GMT -6
ovenkitty Some things get like, super active after some years. Its strange. But yeah... I try to focus getting the game on GOG. And have it on my laptop when I have to sleep at work
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Post by XombieMike on Jan 2, 2019 19:41:21 GMT -6
Enk with that 1,666th comment.
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Post by miyalys on Jan 3, 2019 11:34:03 GMT -6
I'm a Linux and Windows user and a backer, and the news annoy be quite a bit. The main reason isn't even dropping support for Linux/macOS but that they announce it as if it's no big deal and that no refund is offered.
I would've loved to be able to play it in Linux but would've probably played it in Windows anyway (at least if it was on Steam since it isn't 64-bit). I wouldn't have taken the refund anyway, but still I feel like it's a breech of a promise and a slap in the face almost treated as if it's nothing.
I still think and hope the game itself will be released and will be great, however. I'm hopeful in that regard.
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