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Best Way to Port a Windows Game to Linux?

cliffski asks: "I have a Windows game that may benefit from a port to Linux. It's a complex politics sim based on a neural network, (think NationStates with complexity) and is probably right up the street of many Linux gamers. The problem right now is that I don't have the knowledge or the time to handle a Linux port, myself. What's the best way to arrange for a commercial port of games software to the Linux platform? Is it worth talking to lone enthusiastic hackers about collaborating? Would I save myself a lot of hassle by selling the porting rights to an established Linux games company?"

67 comments

  1. How is it written? by numbski · · Score: 4, Informative

    Part of porting software is writing with portability in mind. What language did you write it in? What types of backends and libraries did you use?

    What little porting knowledge I have, I know that writing (or re-writing as the case may be) using open libraries will take you a long way, and then seperate your functionality out well and use lots of commenting. Then if you need to port to Linux, if you don't do it in-house you can at least hand off something that is ledgable.

    For example, if you've made heavy use of directx, fork your code off and try using an SDL display and input model instead. If that works, then you've gone a long way to getting the work done. Are you using assembler to speed up portions of the code?

    --

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  2. open source by voot · · Score: 2, Insightful

    if your not looking to make money off of it, or dont mind other people using your code, the best way may just be to open source it

    1. Re:open source by Dave2+Wickham · · Score: 1

      He pretty clearly is attempting to make money off it though, so OSS is out of the question (or, at least, with the current business model, and I don't think that games are quite the same as utilities in terms of being paid to work on them...).

    2. Re:open source by Anonymous Coward · · Score: 0

      He can open source it even if he wants to make money off it. Think about it, would it make any difference to the average-joe's game purchase if he/she knew that the game's source code was available on the net? (and that despite this, the level files and other data used in the game were only available if you bought the game, or got it off some warez site)

    3. Re:open source by Anonymous Coward · · Score: 0

      actualy, the skins and anumation could be closeed and opened in a LGPL type license. Then the game engine and most functionality is covered and to experience the authors intent they buy the game with everythign in tact. The only thing he has to watch out for is the competition or giving away parts of the game he doesn't clearly own.

  3. Boot CD. by SanityInAnarchy · · Score: 3, Interesting

    However you do it, you'd do well to distribute the game as a boot cd. You can have common content, an autorun-powered Windows installer, and a bootable Linux environment for those who don't want to install it, or have disk space, or like Windows, or want to wait to boot it.

    Of course, you'd also want a Linux installer to pull the game off the CD, but that (obviously) needn't be autorun, or even very sophisticated. You'll probably end up being supported by the distros themselves anyway, if it's a good game.

    --
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    1. Re:Boot CD. by Time+Doctor · · Score: 1

      This is ridiculous, boot cd games are a total failure. To my knowledge none are being made, and it doesn't help with a Linux port at all. People who are in Windows should be running the Windows version of the game, people who are in Linux will want the Linux version.

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    2. Re:Boot CD. by NanoGator · · Score: 4, Insightful

      "However you do it, you'd do well to distribute the game as a boot cd."

      I can't speak for anybody else, but I'm unlikely to play a game I have to reboot my computer for.

      --
      "Derp de derp."
    3. Re:Boot CD. by vga_init · · Score: 4, Insightful

      I'd like to speak in your defense against the slightly-inflammatory responses you are getting.

      If you stop and think about it, why do we have operating systems? Simply put, every machine is different, and the same code cannot power two unique devices.

      Bootable games is a great idea, but the first problem you hit is this: "What is the program going to tell the hardware?" If the hardware is not the same on every device, it won't know what to say! If you try to tackle this program yourself, you'll have written an operating system before you know it. Your operating system will veritably do less hardware support and fewer features than, say, linux. :-)

      Game consoles can handle bootable games because they are designed to make everyone's life easy; every unit is usually identical and almost always compatible. We PC users don't have the luxury.

      It's not that you have a horrible idea. You have a good idea, but just not a realistic one.

    4. Re:Boot CD. by nickco3 · · Score: 1

      I can't speak for anybody else, but I'm unlikely to play a game I have to reboot my computer for.

      Same here. My PC is theoretically dual boot, so that I can still play Windows games. In practice, I find I rarely bother.

      --
      -- Nick "Hallo this is Beel Gates, und I pronounce weendows as ... WEENdows"
    5. Re:Boot CD. by cowbutt · · Score: 1
      This is ridiculous, boot cd games are a total failure. To my knowledge none are being made, and it doesn't help with a Linux port at all.

      But they are Linux ports! As to there being none, you didn't look very hard.

    6. Re:Boot CD. by SteveAyre · · Score: 1

      Indeed. I'd thought we'd got beyond the days of having to reboot... using a boot floppy disc with different autoexec.bat and config.sys files, just so That Game would run.

    7. Re:Boot CD. by lucifig · · Score: 1

      I have a system that I use solely for what you describe. It is called X-Box.

    8. Re:Boot CD. by Jonny_eh · · Score: 1

      In this case, Linux would boot before the game and auto-detect the hardware, knoppix style. It could work, but I doubt anyone would bother to do it.

    9. Re:Boot CD. by Time+Doctor · · Score: 1

      No, none are being made with commercial, full games, from the original developers and not some new guys. You'll note that the gentoo boot cd games haven't been updated in over a year. No activision, EA, or even Linux Game Publishing titles come out on boot cds. Computers aren't consoles, and nobody gives a damn about booting into Linux just for one game.

      --
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    10. Re:Boot CD. by cowbutt · · Score: 1
      No, none are being made with commercial, full games, from the original developers and not some new guys.

      Now you qualify your statement! ;-)

      You'll note that the gentoo boot cd games haven't been updated in over a year.

      Do they need to be, if the game included still works on current hardware?

      No activision, EA, or even Linux Game Publishing titles come out on boot cds. Computers aren't consoles, and nobody gives a damn about booting into Linux just for one game.

      It's not a selling point for the users, but I would have thought that some developers would have seen the opportunity in developing, testing and shipping their game on a known platform, with known driver versions etc. as a means of reducing their support costs. OTOH, given the awful "support" I've had from Windows game vendors in trying to get their drek working properly, I guess they don't really spend much on support anyway...

    11. Re:Boot CD. by Time+Doctor · · Score: 1

      The gentoo cd games don't currently work, for example: their america's army cd isn't compatable with the newest versions of america's army. Modern graphics cards aren't as well supported, if at all, with the older nvidia drivers on the cd, etc.

      --
      Check out ioquake3.org for a great, free, First-Person Shooter engine!
    12. Re:Boot CD. by cobras2 · · Score: 1

      Only one problem; there's a really cool new thing I heard they're working on, called a multitasking operating system. Now, if it's a bootable CD, how can people multitask when playing a game? ;)

      Yeah, okay, I am being a little mocking but, really, if I wanted to use my whol entire computer just to play the game, I would get a Playstation or something. I don't want the game on a boot cd, and, in general, I do not like consoles either. Why?
      a) the game isn't as modifiable (especially on a console, even if you do use unsupported mod chips)
      b) I can't do anything *else* with my computer while I play the game (console = can't do a whole lot else withit period, although if you have a console + PC then you can use both if you are ambidextrous)

      It's an interesting idea.. but personally I already highly dislike the idea of games that are fairly unfriendly to mulitasking (Army Ops on Linux, for instance, is a pain in the butt to switch out of in order to do something else while you wait for the next round... on windows it's just an "Alt-Tab" away... I still prefer playing it in Linux though)

      --
      Early bird may get the worm.. but the second mouse gets the cheese.
  4. WINE by kngthdn · · Score: 3, Funny

    Well, I'm assuming the submitter linked to Positech Games' website for a reason...so I downloaded and installed the demo using WINE, and it seemed to work nicely.

    When I run Democracy.exe, it makes some very cool noises, violently freezes up, stops responding to all my input, and then forces me to 'killall wine' and start over fresh after a while.

    Not a bad start really, but you might want to simulate stupid politicians, taxes, and some oppressive patent laws, too. ; )

    Then release a Dictator.exe that can't even be pkill'd!!

    1. Re:WINE by dtfinch · · Score: 1

      I see the animated title/menu screen as it's probably supposed to appear and I hear music. The volume is erratic and it renders at about a frame every 10 seconds. Nothing freezes up. It responds to input, but it'll take at least another 5 minutes for me to get the mouse cursor down to the "New Game" menu item, because it's only moving a few pixels a frame.

    2. Re:WINE by AvitarX · · Score: 3, Funny

      It is clearly working too fast to be a political simlator.

      Must be a problem with WINE.

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    3. Re:WINE by DaoudaW · · Score: 1

      Don't try to run it under wine, port it using wine. Think Port Wine!

    4. Re:WINE by oliverthered · · Score: 1

      There's a DIB engine kicking around that should speed the game up, I'm not sure why it's not in wine-cvs yet though!

      --
      thank God the internet isn't a human right.
    5. Re:WINE by dtfinch · · Score: 1

      Maybe try resubmitting it.

    6. Re:WINE by oliverthered · · Score: 1

      I think it needs to be broken up into smaller chunks... I've got a tonne of DirectX related work to do at the moment, I'll get the DIB patch committed after that (unless someone else already has)

      --
      thank God the internet isn't a human right.
  5. More information ... by stevey · · Score: 2, Informative

    More information would help, such as what language/environment you used to develop your game.

    Since you've not given much details why not look at this previous ask slashdot:

    (A previous discussion about finding a porter for a Windows game).

  6. Getting a Port Done by Time+Doctor · · Score: 4, Informative

    Step 1) Don't let average joe user do it, he doesn't actually have a clue about the difficulty involved in porting a game. So many times I've seen John Q. Linuxguy think he can go off and make the most awesomest counter-strike clone EVER. What he usually ends up making is a random arcade game clone starring Tux, and breaking the next rule many times over.

    Step 2) By the same line of thought, investigate what this person has done before. A simple rule of thumb is: Blue supernova effects in any game they've worked on, indicate that they are horrible horrible people who figured out how to make a game based on the gimp's supernova effect. Unless this person is Bill Kendrick, who is an excellent coder besides his lack of creativity in the art department, the code skills follow the effort in the art.

    Step 3) If you want it done right... learn SDL and make your next game with SDL handling the input/window/etc. Even if you don't port your next game yourself, the SDL stuff is great for porters.
    Similarly, you'll notice that most people who licensed the Quake 3 engine almost immediately switched to OpenAL for sound output. Next to zlib, this is probably the second piece of open-source most widely used in the non-indie game industry.

    Step 4) Stay the heck away from fmod and other per-platform licensed things. They'll charge you a second time when you want to release your game on any other platform.

    Step 5) Google for articles on writing portable code. Especially those by Brian Hook and Ryan Gordon.

    Step 6) Post on your regular website that you're looking for someone to port your game to Linux. They'll come if your game is popular at all, and you're more likely to get the people who are really interested and will follow through. Even if it is the friend of somebody who is really interested.

    Step 7) ???

    Step 8) Profit!

    --
    Check out ioquake3.org for a great, free, First-Person Shooter engine!
    1. Re:Getting a Port Done by abandonment · · Score: 2, Interesting

      i second step 6 - we have a game that was fairly popular in a certain crowd (won an award at the indie games festival this year) - and had volunteers step up to offer to port the engine & game to Linux

      not only volunteers, but extremely talented coders that were able to not only port the game, but improve the codebase by fixing compiler-specific issues that were not apparently until trying to compile under gcc.

      what it comes down to is - if you have written your game using directx (anything) then the game is most likely NOT going to be able to ported to anything but windows - unless you use wine or something similar (and this isn't really porting, it's just hacking until your game runs).

      if you want to have a portable game (or a game that is ported), you need to plan this into the code base UP FRONT - trying to hack it in afterwards is a nightmare even for those that have platform specific knowledge.

      in our case, the game was written to be cross-platform & was ported to the mac os (9 & osx) already, so most of the compiler-specific issues had been solved previously, making the porting job considerably easier than it might have been previously.

      the final point i have to make is this: not knowing much about linux desktop distros (even having used linux for all of our servers for the past half-decade), even trying to figure out HOW we might port the engine & game to linux took us way too long.

      the linux community is so fragmented that it seriously kills any chance of getting applications ported to the platform, let alone something as complicated as a game.

      we decided that we'd get the game running under one specific distro and leave it at that for now - and even that ended up with us taking almost as long to get the graphics drivers for our hardware accelerated nvidia card installed and running as it did to actually port the game.

      linux as a desktop application platform has serious issues - as much as we wanted to support the platform, until shit 'just works', it isn't work supporting for the fragmented userbase and broken software system.

      every distro has it's own 'install' process, it's own update process, etc - this is unsupportable for a large company, let alone a small one that is trying to port a game...

    2. Re:Getting a Port Done by FictionPimp · · Score: 1

      The fact that you had that much trouble getting the nvidia driver to work makes me wonder about the quality of your game. I mean it took me all of 17 seconds.

      however, you are right on one thing. If you do not know anything about linux, get some exp before you port it.

    3. Re:Getting a Port Done by 91degrees · · Score: 1

      what it comes down to is - if you have written your game using directx (anything) then the game is most likely NOT going to be able to ported to anything but windows - unless you use wine or something similar (and this isn't really porting, it's just hacking until your game runs).

      Not true. DirectX will typically be a fairly small subset of the game code. As long as the game is modular and the graphics, sound and controls are toptally different systems from the gameplay code, it's just a matter of converting these. If you're sensible enough to create an abstraction layer then this can be even easier.

      As for Wine, I believe Winelib allows native applications to use the Windows API.

    4. Re:Getting a Port Done by Anonymous Coward · · Score: 0

      I believe you've forgotten the all important "collect underpants" step. It goes just before ???.

  7. Remember: wine is not an emulator by DaoudaW · · Score: 1
  8. 2 cents by Johnny+Mnemonic · · Score: 1

    Having zero personal experience with this (but hey, it's an Ask Slashdot), I think a porting house would also be able to help you distribute it. Once it's ported it doesn't do you any good if you can't find the market for it, and the way that you reach your Windows demographic may not work for the Linux market.

    That aside, it will also be important to know how complicated it is and how soon you want to deliver it. If it'd take one guy a year, but 5 guys 3 mos, maybe it's more important to get it out sooner, so that'll dictate using more of a porting house.

    btw: don't forget the Mac market. If you want to take it to Linux, anyways, you're looking at converting to OpenGL, so you may as well get it on the Mac too. Another advantage of the Mac market is that it has a dedicated consumer demographic and attendant distribution marketing channel, so that part would be easier, I think. I think some of the porting houses will do both Linux and Mac porting too.

    --

    --
    $tar -xvf .sig.tar
  9. Worked for X-Plane by Tool+Man · · Score: 1

    It doesn't hurt that it already used a multi-platform interface, OpenGL. In any case, it is a multi-OS flight sim with Mac, Windows, and more recently, Linux ports. I seem to recall that the latter was helped by one or a few volunteers.

  10. I don't know... by Neurotoxic666 · · Score: 4, Insightful

    Something tells me they've just got free advertisement...

    --
    You are more than the sum of what you consume. Desire is not an occupation.
    1. Re:I don't know... by ran-o-matic · · Score: 1

      Sure looks like advertising to me as well.

  11. Please don't do another bad port. by Anonymous Coward · · Score: 5, Insightful

    (Background: I've got my name on six published games, four of them cross-platform - I've written code for games that run on Xbox, PS2, Gamecube, Windows and the Mac).

    Short answer: Make sure that the game runs correctly under Wine. Fix your Windows code to be Wine friendly.

    Long answers:

    I don't have the knowledge or the time to handle a Linux port, myself.

    If you're not willing to commit time or resources, then I guess you won't care if it ends up being a shitty port.

    What's the best way to arrange for a commercial port of games software to the Linux platform?

    The best way is to have the same team that built the Windows version make the Linux version at the same time as the Windows one.

    They should try and get the game working on each target platform from as early in the development cycle as possible - ideally from day 1. At least one developer should be working on each platform full-time as their main development workstation. And they should do at least one full build and brief play test per week - to ensure the different platforms don't get out of sync - AND they should check code in often so that cross-platform issues are caught as early as possible.

    At the start of the project, abstract the platform-specific code to the edge of the codebase. Once the platform-specific code is solid, the developers should transition to building the game on top of the platform code - each being focused on game features, but fixing platform-specific issues as they arise. As you go, you'll probably build up a core library of cross-platform functions that are needed when dealing with multiple platforms and compilers.

    And that, IMHO, is the best way to ship a multiplatform game with a limited team.

    Is it worth talking to lone enthusiastic hackers about collaborating?

    No. I personally would avoid this from the administrative issues alone. Besides trusting them with your codebase + assets. Then there are legal / non-disclosure issues, plus whatever "creative urges" they have to differ from what you were expecting them to be doing.

    Would I save myself a lot of hassle by selling the porting rights to an established Linux games company?

    No. As has happened with other game ports - the porting company would then produce a separate product. Users would then have to purchase it separately from the Windows version - meaning that existing customers would have to buy the game multple times if they were expecting to be able to run the game on another platform. As both a gamer and developer, I think that's unfair.

    And the autobooting Linux CD (with a Windows launcher) is just about the dumbest idea ever - if there's a Windows version, users are going to want to run that - not the Linux version. It changes the focus from the product (the game), to Linux (an OS). Good for Linux zealots, bad for commerce.

  12. Icculus by sirmikester · · Score: 4, Informative

    Give Ryan "icculus" Gordon a call.. http://www.icculus.org/. He has worked on many ports over the years including America's Army, Medal of Honor, Postal 2, and plenty of others. He gained alot of experience working at Loki back in the day. I'm sure he wouldn't be opposed to helping you out.

    --
    In linux libertas
    1. Re:Icculus by Anonymous Coward · · Score: 0

      Emphatically agreement.

      Go with Icculus.

  13. Porting Questions Welcome by jpearce · · Score: 0

    I have ported a number of games between platforms including to Linux. You are welcome to e-mail me questions via techsupport at wyrmkeep.com. Joe Pearce The Wyrmkeep Entertainment Co.

  14. Huh? by Moraelin · · Score: 4, Insightful

    "Unless this person is Bill Kendrick, who is an excellent coder besides his lack of creativity in the art department, the code skills follow the effort in the art."

    Dude, no offense, but I hope you do realize that artistic talent and coding talent are _completely_ unrelated skills. Most coders I know, myself included, are awful at drawing anything, and viceversa people who have a love and skill for arts, tend to be less interested in coding or Linux.

    Like any skill that takes not only natural talent, but also lots of practice, _very_ few people are interested equally in both and spend equal time pracing both. There are only so many hours in a day, and someone interested in coding will spend those coding, not drawing.

    So judging someone's coding skill by how well they draw is just bogus. It's like judging someone's ability to drive by their skill at poker, or viceversa. It's simply unrelated skills.

    So, yes, a lot of freeware or OSS games have sucky art, because that's the best that a coder could whip up. Coder nerds are many, artists interested in working for free to stick it to MS or to make a statement about how evil IP is, are very very few. Unless you're willing to pay someone, and as a lone coder making a freeware game you probably don't want to pay for it, yeah, you're stuck with whatever sucky graphics you can whip-up in Gimp.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Huh? by Time+Doctor · · Score: 0, Redundant

      You sir are unable to recognize a joke, please read timedoctor.org and try again.

      --
      Check out ioquake3.org for a great, free, First-Person Shooter engine!
  15. Slightly off-topic, but anyone played the game? by EvilMagnus · · Score: 3, Interesting


    I downloaded the demo, and it seems to be a total policy wonkage. Very pretty, and some good ideas, but apparently flawed. For example, the *absence* of Policy does not appear to have detrimental effects to any group of voters (I just killed the NHS, because the slider told me that would piss the least number of people off!)

    It also doesn't have a very good financial component; no granularity for income tax / personal allowances, etc (policies I'd like to tweak would be 'personal allowances' and tax bands, for example - the BBC has a budget simulator that does this). And the sliders are biased : the choices range from 'very fair' to 'scandalous'. Mmm yeah. Well, if you're a Socialist, a really high tax on rich folks wouldn't be considered scandalous. ;-)

    So, to conlude : Absence of policy should impact voter groups, much, much better handling of the economy, and less bias in the slider descriptions. "very low" to "very high" would probably work fine for most things.

    --
    -EvilMagnus
  16. icculus by BortQ · · Score: 1

    I would contact this guy. I saw him give a talk at the IndieGamesCon and he seemed to be knowledge about the linux games porting scene. His resume drives it home.

    --

    A Multiplayer Strategy Game for Mac OS X, Windows, and Linux
  17. It depends... by lisaparratt · · Score: 1

    On how many times you can bare to hear "ZOMGWTFGPL!" ;)

  18. Three Letters by Sengoku666 · · Score: 1

    SDL.

  19. Re:The best way: by orthogonal · · Score: 1, Funny

    If you do end up porting it, you'll instantly become a faggot zealot who likes to suck dick and take it up the ass. Eventually, the grand-pubah faggot zealot linus whorevalds himself will come around and make you his personal bitch. You'll take it in the ass all day long, swallowing load after load of his steaming pile of crappy codecum.

    Wow, your game's simulation of the results of Red State education policies is spot on!

    All that's missing from the lame gay-baiting is a rambling denunciation of about "Derwenean EVIL-lution"!

  20. Deja Vu by bleaknik · · Score: 1, Funny

    n.
    1. The sensation that you've read this very article before.
    2. The sensation that slashdot is losing it's edge.

    --
    Deja Vu
    n. 1. The sensation that you've read this very article before.
    1. Re:Deja Vu by bleaknik · · Score: 1

      50% Overrated. Did someone high up in the /. heirachy not like my comment?

      --
      Deja Vu
      n. 1. The sensation that you've read this very article before.
  21. Use cross-platform libraries by mwvdlee · · Score: 3, Interesting

    There are a number of cross-platform libraries which handle pretty much everything that can be platform dependant: Graphics, audio, networking, file-system, GUI; find the best one for you (sufficient platform abstraction, enough support for the platforms you want) and port to them first (keeps you on the platform you're familiar with).

    For the rest of the code not supported by standard platform independant libraries, try to create your own library-like structure so the platform-dependant stuff is seperated from the generic code.

    Porting the whole thing should now be a lot easier.

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  22. You might be interested in this previous /. thread by dan+dan+the+dna+man · · Score: 3, Informative
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  23. Really? by mwvdlee · · Score: 1

    So... do you really want to convert to another platform or was this just some nicely disguised Slashvertising?

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  24. Why haven't anyone mentioned Loki? by Mensa+Babe · · Score: 1

    What's the best way to arrange for a commercial port of games software to the Linux platform?

    Loki Entertainment Software contracts with successful computer entertainment software companies to port their best selling titles to Linux.

    Is it worth talking to lone enthusiastic hackers about collaborating?

    No.

    Would I save myself a lot of hassle by selling the porting rights to an established Linux games company?

    Yes.

    --
    Karma: Positive (probably because of superiour intellect)
    1. Re:Why haven't anyone mentioned Loki? by kentquirk · · Score: 1

      No one has mentioned Loki because Loki went out of business three years ago, taking with them the meager royalty payments to a bunch of game companies (including mine) and hosing a whole bunch of employees. I'd like to tell you what I really think of the people who ran Loki (as opposed to the employees, who were by and large fantastic), but the guy has a tendency to sue people who say things he doesn't like. Loki was a special case of the general rule of porting Windows software to Linux: you won't make as much as you spend porting it.

      --
      All human beings should try to learn before they die what they are running from, and to, and why. --James Thurber
    2. Re:Why haven't anyone mentioned Loki? by sesshomaru · · Score: 1
      "Why haven't anyone mentioned Loki?"
      Loki is closed. Thanks for your patronage.
      -- from Lokigames.com
      --
      "MIT betrayed all of its basic principles."
  25. Port to BlitzMax... by Anonymous Coward · · Score: 0

    ... and you'll get Linux and OS X ports for the cost of a recompile.

    1. Re:Port to BlitzMax... by polyp2000 · · Score: 1

      Whoa! I've never come accross this before. Have you any experience using it? Im sorely tempted to give this a try!

      Nick...

      --
      Electronic Music Made Using Linux http://soundcloud.com/polyp
  26. I have a feeling that this game isn't balanced. by nberardi · · Score: 1

    From all the pictures on their main site this game looks like it would have a tendency to favor the socialists amoug us. Let me give you these points about the pictures I saw:

    The first picture shows the canidate as a socialist.
    The second picture unemployement is high and car usage is low.
    The third picture Socialist is topping out at the top of the chart.
    The fouth picture is about gay marriage and gives a week argument about the church wouldn't like it and a good strong argument for it. In addition the mouse is hovering over the "allow it" button.
    The fifth picture is the best out of all five where they show you raising the taxes, like all good socialists do.

    I guess some would argue that it fits well with Linux, because Linux is Communism. Of course I am kidding guys. :)

    1. Re:I have a feeling that this game isn't balanced. by nberardi · · Score: 1

      It just keeps getting better I look at the site more, and I notice the game is called Democracy Game, however all their examples have to do with Socialism. In addition they have a link on the main page at the top of the page labled "Democracy?" (notice: the question mark).

  27. Is there a market? by alexwcovington · · Score: 1

    The concept is great, don't get me wrong. But the demo I downloaded a few months ago shows poor execution. The interface is difficult to understand and confusing at times (Example: I have a left-handed mouse configuration, and the game reversed it on its own). The included scenario with the demo was also numbingly difficult (two turns and everyone stops paying their taxes? What kind of country is this?). Hardly the type of thing that will make me want to buy the game, although if I had enough time to play around in a less limited version I might have a different opinion. Ultimately, you're not going to go very far on Linux wanting to charge money for a closed-code program. If you're unwilling to make a sacrifice in the arena, the time and effort to port it will probably be wasted.

    --
    (It's never too late to join the Renaissance)
  28. The best port is no port by cr380r · · Score: 2, Funny

    Maybe it seems a bit too obvious to me, but why not develope games in Java so that they don't have to be ported. Virtual machines are ideal because of this very situation.

    1. Re:The best port is no port by princec · · Score: 1

      Like what we do at Puppygames ;)

      I've tried to convince Cliff about using Java before but he won't take the plunge.

  29. Make sure that the game runs correctly under Wine by oliverthered · · Score: 2, Interesting

    Or you could help to fix or identify the parts of Wine that still need some work (Like Corel did for their port) or you could use winelib like Borland have done.

    Currently, support for games under Wine is a little bit mixed but there's a lot of heavy development going into Gaming at the moment so expect things to improve at a rapid rate.

    Using Wine to port the game would, in theory, be the fastest way and performance and stability should be very close to a native Linux application. It's also very good for the comunity because it will help Wine come up-to scratch for gaming support allowing more native Windows games to be played on Linux which can only be good for everyone (well unless you want to port to Linux because of lack of competition!)

    The guys at codeweavers provide commercial support for applications under Wine, so it may be worth dropping them an Email

    --
    thank God the internet isn't a human right.
  30. +5 FUNNY!! by Anonymous Coward · · Score: 0

    too good

  31. WineLib by Kevin+Burtch · · Score: 1


    Try compiling it under WineLib.
    "Compiling apps under Winelib should theoretically involve only makefile changes."

    --
    - Preferences: Solaris 10 (servers), Ubuntu (desktops), Solaris 11 (personal servers) -
  32. For anyone who cares by keltor · · Score: 1

    http://www.positech.co.uk/democracy/postmortem.htm l There is the postmortem of what they did and how they did it.