Re: why developers should port their games to the Mac
Agreed.
Slj, you're forgetting a few things here. Tmstuff may be wrong on the only good part of the mac being the voices, yeah, he's wrong alright. Lol. But from a user's standpoint:
1. We're still missing OCR, we're dependent on the open source community to bring us a Tesseract-driven OCR solution for voiceover that depends on Keyboard Maestro, a $35 value. Keyboard Maestro's a fine piece of software but do I really, really want to spend that kind of money just for OCR when, oh, Apple has basic OCR on mobile but not really?
2. Voiceover ground to a halt for the first time ever on my mac, I mean completely crashed on iMessage, couldn't even turn it back on, can't end voiceover.app in activity monitor without, well, voiceover. Couldn't even shut down because hitting enter in the shutdown dialogue doesn't do it, had to force shutdown (fortunately I could freeze my virtual machine first though.) But voiceover may be good, but it has not improved for quite a few mac versions already and I expect more from Apple, especially with Narrator actually improving and improving fast.
That being said, it is perfectly reasonable to expect someone to run a virtual machine on the mac to play their games. While I don't agree with Fusion's constant upgrade cost, you are getting what you pay for at least when you buy it outright, and I guess you don't have to take the upgrade if you don't want to (I still have not upgraded to Mojave, and I refuse to!)
But Mac is a very developer-unfriendly gaming platform, oh by the way, Roag-amoeba has talked about the intense strain put on them by Apple since they're discontinuing 32bit support in the next mac os release. So you have the constant contract cost of being a developer, plus the constant move forward or get trampled threats from Apple.
-- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector