123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|25|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> Write Once Again

Mon, 25 Jul 2011, 12:09
dna
the write once deploy everywhere idea is good but it seems it covers only few platforms

-=-=-
DNA
Mon, 25 Jul 2011, 12:09
steve_ancell
Better than having to code individually for those platforms though. TGC are going to be adding more and more platforms to AGK, post release.
Mon, 25 Jul 2011, 12:15
JL235
Doesn't matter if it can target multiple platforms, it's about if it will actually work (without changes). Lots of languages/frameworks built with being portable in mind such as C, Java and Monkey, just aren't truly portable in practice (they only are if you know what stuff you should/shouldn't use). Even just making a website that works in all browsers is difficult!

It'll be interesting if they can build a portable platform that is actually portable.
Mon, 25 Jul 2011, 12:26
steve_ancell
I know what you mean DD. There has been lots of questions being thrown at Rick Vanner, one particular question I remember "how does AGK cope with different screen sizes". TGC have already got one step ahead, AGK just simply scales up/down accordingly. This would be OK, as long as you don't design the game on a postage stamp and scale it to the size of a poster, that could look quite jumpy. I remember on of the TGC team say that you can set individual screen sizes, if desired.

Best way for anyone with questions is, just go and join the FaceBook group and fire away.
Mon, 25 Jul 2011, 16:05
Jayenkai
When it first came out, Monkey was trying to be specifically portable.
I know that a lot of users wanted more, (and haven't been paying much attention to how it's progressed), so it's probably moved on a lot since then, but the original plan was to only implement something if it were going to work for every system.

People will ALWAYS fuck up that plan.
Hopefully there's still a true "1 code, everything" edition of it.

the problem, though, is that if you want to have it definitely run on everything, you have to simply miss out the chunks that you can't do.
Even if it's something simple, like quirky blurring techniques on X system, or dodgy audio issues on Y system, you end up having to strip it out until there's a better way to do it.

That's annoying.
As a "playful" code, it's something to fiddle with, to experiment with, to try to find alternatives, but.. if you just want your damn thing to work, it'll annoy the crap out of you.

But that's the way it should be.
If you find a "code one, run everywhere" language that just kinda skips chunks of your game, if a particular system won't do it, then that's NOT a good way to do it.
Imagine a colour-block-puzzle game, where the language goes "meh, can't do that", and all your blocks end up black and white because that particular system can't do recolouring..
or your fantastic audio work ends up a monotonous smushy mess because another system can't pitch the sounds.
or your fantastic "grab/scroll" background just plain vanishes, because "hey, this one doesn't do background grabbing!!"
..
No..
That's not a good thing.

IMO, as much as a pain in the arse as it is.. Just code it half-a-dozen times.

Focus, Make it work RIGHT, and people will appreciate your effort.


PS : This is plain ranting, haven't looked into the DarkBasic thing.

PPS : Stick to the one fucking topic, ffs.

-=-=-
''Load, Next List!''
Mon, 25 Jul 2011, 17:02
Cower
I was going to write some detailed rambling about why I think write-once-run-everywhere tools are stupid, but I decided I'm just going to call them stupid and spare my fingers the trouble. I've gone over it enough that I don't feel like explaining it anymore, so meh - if I decide to detail it, I'll do so on my site, since it's in my long list of topics to write about. If you attempt it, good luck, hide the sharp objects, and hopefully you realize your mistake sooner rather than later.
Mon, 25 Jul 2011, 17:20
steve_ancell
I'm not going to declare it as stupid, yet!. I'm going to let the "jump first and look later" type people buy their's first, and just play around with the free to try version for a while, in other words, I'm going to kick the tyres first and see if the wheels fall off! .

I'm not 100% decided yet, whether to buy AGK or monkey, I may even end up getting both.

I'm only interested in developing for Android and iPhone at the moment, so as long as those bits work, lack of compatability with other phones and devices doesn't really bother me. If the XNA/XBox bits end up working OK, that would be a bonus.

|edit| It's mainly the (tier 1) puplishing deal that TGC plan on offering that caught my attention. It's a good way for upstarts to climb the first few rungs of the ladder. |edit|

|edit| I also forgot to add... TGC don't actually claim write once deploy everywhere, they just claim to write once and deploy on many platforms. |edit|