These are old questions from "Talking and Flipping", but it's actually a
new topic that I've thought about a lot: ScummC web presence.



> don't forget to tell us if there is anything we can do to improve
> scummc to make it more friendly for developers! :)

Do you mean ScummC compiler developers, or adventure game developers? I
assume the latter, and I have some suggestions here for *attracting*
more adventure developers, because I think that's what this project
needs most. You could then figure out how to be friendly to them later.
;-)

* Alban, you should maybe post some recent news on the ScummC page, or
link to James' blog, as it's updated more regularly. That'd prove you're
still working on the project. If I hadn't followed the link to the
mailing list archive, I would've thought the project was dead. On the
adventure forums, many people believe it is.

* Also, you should definitely provide a download for the compiled road
game binaries, in the "tentacle" form, so that people can play them out
of the box in an unpatched ScummVM. Pretty or not, it's a very strong
proof of concept, but I think few people have seen it yet. A lot of
adventure fans out there might not have the skill or the patience to
compile ScummC and the games correctly right away. A working binary
might provide enough motivation to give it a second try. If I hadn't
seen the screenshots, I probably wouldn't have bothered either.

* Last point: most adventure developers are probably Windows guys, as
the most frequently used adventure developer systems and most engines
are Windows only. I personally have no experience with compiling on
Windows and couldn't get ScummC to work with MinGW, and only partly with
Cygwin. On your homepage it states that this was tested though. Maybe
you can provide a small tutorial, or even the compiled ScummC Windows
binaries? 

I don't want to criticize anyone here, I just think your project has a
lot of potential, and it doesn't get the attention it deserves. If you'd
put a little more information on the web, you could probably tap into a
multitude of adventure game communities. I acknowledge that the actual
development is more important than marketing the project on the web, but
with an increased audience, you might get more feedback and more help
for the development. :-)

Or is there any problem with increased exposure, like LucasArts lawsuits
or something?



> That's definitly great and I hope you agree to add it to the examples.
> If you do, just send me a login+passwd in private for the svn account.
> If you have htpasswd (from apache) you can send it encrypted, that
> would be better, but plain text will do too.

Sadly, I have neither my own website, nor an SVN server running. You are
most welcome to apply the OpenQuest game to your own repositories if you
want. I haven't received an answer from the author of OpenQuest, Michael
Sheail, but I doubt that he'd have anything against that. His game isn't
GPL, but his README states explicitly that everything can be reused.



Cheers,
Gerrit

-- 
http://www.fastmail.fm - Access your email from home and the web


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