AM2R runs on Linux!
Since the last demo update, I started the transition to Game Maker Studio. There are plenty of changes in the way variables are initialized, the order of code execution, etc.
Many features need to be redone from scratch, and many unexpected issues are still appearing. This was also a good opportunity to rewrite ancient code, remove workarounds and do things the proper way.
As of now, the contents of the demo are accessible without crashes.
Also, I was able to compile the project using a virtual machine running Ubuntu:
It's running at a steady 60 FPS in a VM, so performance using real hardware should be even better.
I had to remove all the extensions and DLLs that were used, and replace their functionality with native GM code. The music engine is in the works now, along with some other features.
So, what does this change of compiler mean for you?
- The performance is a lot better, there's no random slowdown.
- It loads really fast
- Possibility of ports to other platforms
- Faster development time
What's next?
Once I complete all the missing features, I'll release a demo update.
It'll have the same contents, but using the new engine. It's also very likely that an official Linux build of the demo will be released too. A Mac build won't be available yet, since the export process isn't as straightforward as the Linux one is (it requires and actual, physical Mac).
About the rest of the game, even if this change took most of my time, I was able to advance a little bit with the overall level layout of Area 4. Some rooms were redone to showcase the abilities acquired in the area, and sand was added to the side tunnels.
Don't worry, it's not as annoying as the original was.
As always, comments and suggestions are welcome.
Many features need to be redone from scratch, and many unexpected issues are still appearing. This was also a good opportunity to rewrite ancient code, remove workarounds and do things the proper way.
As of now, the contents of the demo are accessible without crashes.
Also, I was able to compile the project using a virtual machine running Ubuntu:
It's running at a steady 60 FPS in a VM, so performance using real hardware should be even better.
I had to remove all the extensions and DLLs that were used, and replace their functionality with native GM code. The music engine is in the works now, along with some other features.
So, what does this change of compiler mean for you?
- The performance is a lot better, there's no random slowdown.
- It loads really fast
- Possibility of ports to other platforms
- Faster development time
What's next?
Once I complete all the missing features, I'll release a demo update.
It'll have the same contents, but using the new engine. It's also very likely that an official Linux build of the demo will be released too. A Mac build won't be available yet, since the export process isn't as straightforward as the Linux one is (it requires and actual, physical Mac).
About the rest of the game, even if this change took most of my time, I was able to advance a little bit with the overall level layout of Area 4. Some rooms were redone to showcase the abilities acquired in the area, and sand was added to the side tunnels.
Don't worry, it's not as annoying as the original was.
As always, comments and suggestions are welcome.
Comments
Keep up the good work!.
Good stuff and thanks for your efforts on this. Looking forward to playing it in all its glory.
Debian user here, huge Metroid fan, and really looking forward to it. :)
Thank you