<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for Trumgottist Entertainment</title>
	<atom:link href="http://trumgottist.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://trumgottist.com</link>
	<description>My games and other stuff</description>
	<lastBuildDate>Thu, 04 Mar 2010 21:12:53 +0100</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.4</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>Comment on Music! by Trumgottist Entertainment &#187; Blog Archive &#187; Making a Special Edition</title>
		<link>http://trumgottist.com/2009/05/24/music/comment-page-1/#comment-664</link>
		<dc:creator>Trumgottist Entertainment &#187; Blog Archive &#187; Making a Special Edition</dc:creator>
		<pubDate>Thu, 04 Mar 2010 21:12:53 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=97#comment-664</guid>
		<description>[...] previously mentioned that I&#8217;m working on a Special Edition of my adventure game Frasse and the Peas of Kejick to [...]</description>
		<content:encoded><![CDATA[<p>[...] previously mentioned that I&#8217;m working on a Special Edition of my adventure game Frasse and the Peas of Kejick to [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on On Game Making Collaborations by Erkki Lindpere</title>
		<link>http://trumgottist.com/2009/09/13/on-game-making-collaborations/comment-page-1/#comment-648</link>
		<dc:creator>Erkki Lindpere</dc:creator>
		<pubDate>Sun, 13 Sep 2009 22:33:31 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=120#comment-648</guid>
		<description>I don&#039;t have a track record of completed games (but lots of non-completed ones) so it may be just that I suck at completing things, but the 4 or so collaborative projects I&#039;ve worked on also failed, most because of me. I think I have an idea what to do next time (and I need an artist at least because I&#039;m not at all good at drawing or modeling): pretty much create an almost complete game by myself with temp. graphics and don&#039;t even try to get anyone involved earlier. This way at least I will be sure that I&#039;ve done everything I can on my part and even if I can&#039;t find anyone who can help me complete it, I could release it with Programmer Graphics (TM).
Of course, this would have the downside that the other party is not involved from the start and will have less input and may be less motivated. Or maybe not?

I&#039;m thinking of doing this with a 2D platformer I want to do some time, currently I&#039;m working on a couple of very simple arcade games by myself.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t have a track record of completed games (but lots of non-completed ones) so it may be just that I suck at completing things, but the 4 or so collaborative projects I&#8217;ve worked on also failed, most because of me. I think I have an idea what to do next time (and I need an artist at least because I&#8217;m not at all good at drawing or modeling): pretty much create an almost complete game by myself with temp. graphics and don&#8217;t even try to get anyone involved earlier. This way at least I will be sure that I&#8217;ve done everything I can on my part and even if I can&#8217;t find anyone who can help me complete it, I could release it with Programmer Graphics (TM).<br />
Of course, this would have the downside that the other party is not involved from the start and will have less input and may be less motivated. Or maybe not?</p>
<p>I&#8217;m thinking of doing this with a 2D platformer I want to do some time, currently I&#8217;m working on a couple of very simple arcade games by myself.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on On Game Making Collaborations by Erwin</title>
		<link>http://trumgottist.com/2009/09/13/on-game-making-collaborations/comment-page-1/#comment-647</link>
		<dc:creator>Erwin</dc:creator>
		<pubDate>Sun, 13 Sep 2009 22:23:08 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=120#comment-647</guid>
		<description>Insightful. My track record on finishing games solo is awful, but I did finish my part on 3 Christmas Quest games. Working in a team is different, because you have more responsibility. For some people that might not make a difference, but for me it does.</description>
		<content:encoded><![CDATA[<p>Insightful. My track record on finishing games solo is awful, but I did finish my part on 3 Christmas Quest games. Working in a team is different, because you have more responsibility. For some people that might not make a difference, but for me it does.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on I&#8217;m a SLUDGE developer by MusEditions</title>
		<link>http://trumgottist.com/2009/07/12/im-a-sludge-developer/comment-page-1/#comment-641</link>
		<dc:creator>MusEditions</dc:creator>
		<pubDate>Tue, 28 Jul 2009 08:14:55 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=111#comment-641</guid>
		<description>Congratulations! From what I can tell---they&#039;re lucky to have you. :)</description>
		<content:encoded><![CDATA[<p>Congratulations! From what I can tell&#8212;they&#8217;re lucky to have you. <img src='http://trumgottist.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on I&#8217;m a SLUDGE developer by Rikard</title>
		<link>http://trumgottist.com/2009/07/12/im-a-sludge-developer/comment-page-1/#comment-637</link>
		<dc:creator>Rikard</dc:creator>
		<pubDate>Fri, 17 Jul 2009 20:19:50 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=111#comment-637</guid>
		<description>My MacBook also has an integrated Intel (GMA 950 if that means anything to you) that&#039;s almost three years old. It doesn&#039;t even support OpenGL 1.3 (1.2 is the latest that&#039;s fully supported), so I haven&#039;t done anything close to cutting edge.

Proper error checking is one of those bits of polish that I haven&#039;t added yet. (Looking through the source...) Let&#039;s see what functions I use... Mulitexturing (two texture units), but that should be supported by pretty much everything. Non-power-of-two textures. But that&#039;s pretty much it.

Is this on a Mac, or do you have it running in Windows?</description>
		<content:encoded><![CDATA[<p>My MacBook also has an integrated Intel (GMA 950 if that means anything to you) that&#8217;s almost three years old. It doesn&#8217;t even support OpenGL 1.3 (1.2 is the latest that&#8217;s fully supported), so I haven&#8217;t done anything close to cutting edge.</p>
<p>Proper error checking is one of those bits of polish that I haven&#8217;t added yet. (Looking through the source&#8230;) Let&#8217;s see what functions I use&#8230; Mulitexturing (two texture units), but that should be supported by pretty much everything. Non-power-of-two textures. But that&#8217;s pretty much it.</p>
<p>Is this on a Mac, or do you have it running in Windows?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on I&#8217;m a SLUDGE developer by Charlie R. Wolf</title>
		<link>http://trumgottist.com/2009/07/12/im-a-sludge-developer/comment-page-1/#comment-636</link>
		<dc:creator>Charlie R. Wolf</dc:creator>
		<pubDate>Fri, 17 Jul 2009 16:06:42 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=111#comment-636</guid>
		<description>What OpenGL 2.0 specific features did you use?
I, like many others, have an Intel Integrated graphics chip that only goes up to OpenGL 1.4, and I&#039;m just getting a white screen in SLUDGE.

Thanks
Charlie</description>
		<content:encoded><![CDATA[<p>What OpenGL 2.0 specific features did you use?<br />
I, like many others, have an Intel Integrated graphics chip that only goes up to OpenGL 1.4, and I&#8217;m just getting a white screen in SLUDGE.</p>
<p>Thanks<br />
Charlie</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on What I&#8217;m doing this summer by Rikard</title>
		<link>http://trumgottist.com/2009/06/30/what-im-doing-this-summer/comment-page-1/#comment-629</link>
		<dc:creator>Rikard</dc:creator>
		<pubDate>Thu, 09 Jul 2009 22:47:35 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=108#comment-629</guid>
		<description>That&#039;s good. As I mentioned in my initial post, I&#039;d appreciate it if someone else were to maintain the Windows port.

The version on my computer uses SDL+OpenGL for the graphics (a change I&#039;ve made) and BASS for sound (same as the official version). It runs really well on my MacBook (there are only a few small things missing - all released games run) and consists mostly of portable code. After all, it started on Windows, and I&#039;ve been working on it on a Mac while trying not to break it for Windows. OS specific stuff is mostly separated from the rest of the code. It will need a little work to get running on Windows again, but it should be mostly straightforward. You&#039;ll get to see it as soon as I&#039;m able to upload it to SourceForge. (I think sending sources around outside of the SVN is asking for trouble, so it&#039;s probably best to wait for Tim Furnish to add me as a developer to the project.)

Yes, I do have Skype (username Trumgottist), and you&#039;re welcome to contact me there. (But right now it&#039;s getting a bit late, so I&#039;m not logged in tonight. I&#039;ll soon be heading for bed.)</description>
		<content:encoded><![CDATA[<p>That&#8217;s good. As I mentioned in my initial post, I&#8217;d appreciate it if someone else were to maintain the Windows port.</p>
<p>The version on my computer uses SDL+OpenGL for the graphics (a change I&#8217;ve made) and BASS for sound (same as the official version). It runs really well on my MacBook (there are only a few small things missing &#8211; all released games run) and consists mostly of portable code. After all, it started on Windows, and I&#8217;ve been working on it on a Mac while trying not to break it for Windows. OS specific stuff is mostly separated from the rest of the code. It will need a little work to get running on Windows again, but it should be mostly straightforward. You&#8217;ll get to see it as soon as I&#8217;m able to upload it to SourceForge. (I think sending sources around outside of the SVN is asking for trouble, so it&#8217;s probably best to wait for Tim Furnish to add me as a developer to the project.)</p>
<p>Yes, I do have Skype (username Trumgottist), and you&#8217;re welcome to contact me there. (But right now it&#8217;s getting a bit late, so I&#8217;m not logged in tonight. I&#8217;ll soon be heading for bed.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on What I&#8217;m doing this summer by Charlie R. Wolf</title>
		<link>http://trumgottist.com/2009/06/30/what-im-doing-this-summer/comment-page-1/#comment-628</link>
		<dc:creator>Charlie R. Wolf</dc:creator>
		<pubDate>Thu, 09 Jul 2009 22:02:05 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=108#comment-628</guid>
		<description>Rikard--
I am on Windows at the moment with access to Linux and limited access to a Mac. I would be interested in helping work on SLUDGE outside of ScummVM, because I&#039;m starting to realize graphics are going to be hell to port.

Another way one could approach this project is to, essentially, rewrite the graphics and audio code using SDL and SDL_mixer, virtual machine style. Essentially, we have, say, vm_windows.cpp that does all the graphics/sound/stuff on windows, vm_mac.cpp, vm_linux.cpp, vm_iphone-arm.cpp, etc... Then, you could have people working on the engine and people working on the VM separately. So people could add features to the engine without worrying about porting, and people could port the VM without worrying about having to port every single feature in the engine.

What would be a good way to contact you to talk about this? I suspect phone is out of the question, calls from California to Sweden seem like they would be expensive.

Do you have Skype or AIM? While I was writing this, Skype just logged in, which is strange as I have been trying to get it to work for the past two hours to no avail.

Thanks
Charlie</description>
		<content:encoded><![CDATA[<p>Rikard&#8211;<br />
I am on Windows at the moment with access to Linux and limited access to a Mac. I would be interested in helping work on SLUDGE outside of ScummVM, because I&#8217;m starting to realize graphics are going to be hell to port.</p>
<p>Another way one could approach this project is to, essentially, rewrite the graphics and audio code using SDL and SDL_mixer, virtual machine style. Essentially, we have, say, vm_windows.cpp that does all the graphics/sound/stuff on windows, vm_mac.cpp, vm_linux.cpp, vm_iphone-arm.cpp, etc&#8230; Then, you could have people working on the engine and people working on the VM separately. So people could add features to the engine without worrying about porting, and people could port the VM without worrying about having to port every single feature in the engine.</p>
<p>What would be a good way to contact you to talk about this? I suspect phone is out of the question, calls from California to Sweden seem like they would be expensive.</p>
<p>Do you have Skype or AIM? While I was writing this, Skype just logged in, which is strange as I have been trying to get it to work for the past two hours to no avail.</p>
<p>Thanks<br />
Charlie</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on What I&#8217;m doing this summer by Rikard</title>
		<link>http://trumgottist.com/2009/06/30/what-im-doing-this-summer/comment-page-1/#comment-627</link>
		<dc:creator>Rikard</dc:creator>
		<pubDate>Thu, 09 Jul 2009 21:50:28 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=108#comment-627</guid>
		<description>Hi DrMcCoy and welcome! You&#039;re a ScummVM developer, I take it?

(My previous post was written before I found your posts in the moderation queue.)

This confirms what I suspected: That ScummVM isn&#039;t a good fit for SLUDGE, despite the coolness factor such an integration would add.

A clarification, though: Nobody is making money on SLUDGE. While it started out as shareware, it&#039;s now both freeware and open source.

--

Charlie: What OS are you on? (And what&#039;s your programming experience?) Maybe you&#039;d be interested in helping working on SLUDGE outside of ScummVM instead?</description>
		<content:encoded><![CDATA[<p>Hi DrMcCoy and welcome! You&#8217;re a ScummVM developer, I take it?</p>
<p>(My previous post was written before I found your posts in the moderation queue.)</p>
<p>This confirms what I suspected: That ScummVM isn&#8217;t a good fit for SLUDGE, despite the coolness factor such an integration would add.</p>
<p>A clarification, though: Nobody is making money on SLUDGE. While it started out as shareware, it&#8217;s now both freeware and open source.</p>
<p>&#8211;</p>
<p>Charlie: What OS are you on? (And what&#8217;s your programming experience?) Maybe you&#8217;d be interested in helping working on SLUDGE outside of ScummVM instead?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on What I&#8217;m doing this summer by Rikard</title>
		<link>http://trumgottist.com/2009/06/30/what-im-doing-this-summer/comment-page-1/#comment-626</link>
		<dc:creator>Rikard</dc:creator>
		<pubDate>Thu, 09 Jul 2009 21:36:13 +0000</pubDate>
		<guid isPermaLink="false">http://trumgottist.com/?p=108#comment-626</guid>
		<description>&quot;Also, who is working on SLUDGE 2.0?&quot;

Right now, it&#039;s only me, and I&#039;m not an official SLUDGE developer yet, so it&#039;s not official, but SLUDGE 2.0 is being worked on. I call it 2.0, since there are pretty large changes being made. (I&#039;ll start a proper discussion on this once I&#039;m an official SLUDGE developer. It&#039;s still too early for that. Keep an eye on this blog or the forum at Adventuredevelopers.com.)

You didn&#039;t answer my question: (I don&#039;t mean to sound rude, but I don&#039;t know how deeply you&#039;ve looked into this.) Are you sure ScummVM can handle SLUDGE? I searched the ScummVM forum a bit, and I read that it only supports games with 256 colour graphics. If that&#039;s true, it won&#039;t even be able to handle current SLUDGE games, and future ones will be even further off.

I suspect the music might be a problem, too.</description>
		<content:encoded><![CDATA[<p>&#8220;Also, who is working on SLUDGE 2.0?&#8221;</p>
<p>Right now, it&#8217;s only me, and I&#8217;m not an official SLUDGE developer yet, so it&#8217;s not official, but SLUDGE 2.0 is being worked on. I call it 2.0, since there are pretty large changes being made. (I&#8217;ll start a proper discussion on this once I&#8217;m an official SLUDGE developer. It&#8217;s still too early for that. Keep an eye on this blog or the forum at Adventuredevelopers.com.)</p>
<p>You didn&#8217;t answer my question: (I don&#8217;t mean to sound rude, but I don&#8217;t know how deeply you&#8217;ve looked into this.) Are you sure ScummVM can handle SLUDGE? I searched the ScummVM forum a bit, and I read that it only supports games with 256 colour graphics. If that&#8217;s true, it won&#8217;t even be able to handle current SLUDGE games, and future ones will be even further off.</p>
<p>I suspect the music might be a problem, too.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
