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Petit retour sur l'année qu'à mis Snowcastles Games à polir son Earthlock, un jrpg vraiment sympa totalement dans l'esprit des Final Fantasy de la PSOne.
Cool, bonne nouvelle
« Mulaka is a game inspired by the culture of the Tarahumara people of Mexico. It's made in Unity3D so a Linux port is feasible.
Would you like to see it ported? Here's a Steam forum's thread:
http://steamcommunity.com/app/623640/discussions/0/2217311444342960531/?tscn=1519951428 »
Would you like to see it ported? Here's a Steam forum's thread:
http://steamcommunity.com/app/623640/discussions/0/2217311444342960531/?tscn=1519951428 »
J'avais déjà "wishlisté" le jeu pck je le trouvais intriguant (et plutôt joli), mais c'est plaisant de voir que les dévs ont aussi mis une partie de leur code sur Github, même si c'est pas sous licence libre (https://github.com/arbonagw/HeliumRain).
Denis Comtesse @ProbDenis :
« These days it's really hard to get press coverage for an indie game. However, many Linux gaming sites have covered us favourably, which may be reason why the share of Linux players is relatively high. Anyway, having released a Linux port was a good decision. »
HardPenguin @hardpenguin13 :
« However, @Steam_Spy shows that Deep Sixed by @LRDGames @ProbDenis has sold around 1k copies (with a 1k margin of error). In my opinion that proves once again that games with biggest Linux percentage share are little known indie titles.
My take here would be that smaller indie games benefit the most from releasing on Linux (and Mac). If you cannot afford translations to big regional markets like Chinese, Russian, German, Spanish etc, then by supporting additional platform you get extra sales.
Pretty much, supporting #Linux (and Mac) in gamedev makes the most sense, if:
1. You don't release on consoles
2. You don't translate your game
3. You don't have a huge marketing backing
Which leaves us with indiedev with modest budgets :)
And of course, bonus #Linux points if your game is in the genre that is seriously underrepresented on this niche market, such as RACERS :)
Something that @milkstone has probably noticed when releasing Little Racers STREET for #Linux
(source: https://www.gamingonlinux.com/articles/linux-game-sales-statistics-from-multiple-developers-part-5.10064/ … by @gamingonlinux)
That's at least 12k of #Linux owners (including margin of error) if we take @Steam_Spy numbers for this title. Not that bad for an indie title on such tiny market. »
« These days it's really hard to get press coverage for an indie game. However, many Linux gaming sites have covered us favourably, which may be reason why the share of Linux players is relatively high. Anyway, having released a Linux port was a good decision. »
HardPenguin @hardpenguin13 :
« However, @Steam_Spy shows that Deep Sixed by @LRDGames @ProbDenis has sold around 1k copies (with a 1k margin of error). In my opinion that proves once again that games with biggest Linux percentage share are little known indie titles.
My take here would be that smaller indie games benefit the most from releasing on Linux (and Mac). If you cannot afford translations to big regional markets like Chinese, Russian, German, Spanish etc, then by supporting additional platform you get extra sales.
Pretty much, supporting #Linux (and Mac) in gamedev makes the most sense, if:
1. You don't release on consoles
2. You don't translate your game
3. You don't have a huge marketing backing
Which leaves us with indiedev with modest budgets :)
And of course, bonus #Linux points if your game is in the genre that is seriously underrepresented on this niche market, such as RACERS :)
Something that @milkstone has probably noticed when releasing Little Racers STREET for #Linux
(source: https://www.gamingonlinux.com/articles/linux-game-sales-statistics-from-multiple-developers-part-5.10064/ … by @gamingonlinux)
That's at least 12k of #Linux owners (including margin of error) if we take @Steam_Spy numbers for this title. Not that bad for an indie title on such tiny market. »
Haha.
(Marrant aussi de voir dans les commentaires qu'un autre dev parle de 2% pour lui. Les stats ont l'air vraiment disparate d'un jeu/studio à l'autre.)
(Marrant aussi de voir dans les commentaires qu'un autre dev parle de 2% pour lui. Les stats ont l'air vraiment disparate d'un jeu/studio à l'autre.)
Par contre, vu le nombre de Total War dispo sous Linux, je suppose que l'experience doit etre suffisamment satisfaisante pour Creative Assembly/Sega (cf http://links.nekoblog.org/?8FKDOQ)
Cool, c'est tjrs plaisant à lire. Même si à contrario chez Paradox les chiffres ont l'air d'être moins bons :(
(https://www.gamingonlinux.com/articles/stellaris-apocalypse-is-due-soon-theres-a-new-overview-video-up-also-a-note-about-linux-sales.11237)
Je serais curieux de connaître les chiffres concernant Linux de plus gros éditeurs comme Square Enix (Tomb Raider, Life is Strange) ou Codemasters (Dirt Rally)
(https://www.gamingonlinux.com/articles/stellaris-apocalypse-is-due-soon-theres-a-new-overview-video-up-also-a-note-about-linux-sales.11237)
Je serais curieux de connaître les chiffres concernant Linux de plus gros éditeurs comme Square Enix (Tomb Raider, Life is Strange) ou Codemasters (Dirt Rally)