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Author Topic: Too bad we can't port... or can we?  (Read 522 times)
CJB100
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« on: July 10, 2010, 05:41:11 PM »

Out of simple curiosity, today I re-sized some sprites, edited some speed values in my current game engine, and figured out that the game engine I am working on seems to work within the limitations of the Dingoo RAM and processing power.

24 Hours Game Engine [Dingoo Version Test]: http://www.yoyogames.com/games/135465-24-hours-game-engine-dingoo-version
(There is obviously a music bug that I am working out. Hit F11 to stop music before entering another room. A quick fix while I really fix the problem.)

It's a shame it can't be ported. I believe I saw somewhere that any use of DirectX basically means ports are impossible? That's really the only thing that would keep this from being able to become a Dingoo game.

The GML code I am working with IS an interpreted language, but the end result .exe is in C.

I guess what I am asking is, is it even possible to port this game? To either OS - the official or the Linux?
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Oh hell yes!
joyrider
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« Reply #1 on: July 13, 2010, 09:17:17 PM »

sure it's possible, just ask microsoft for the directx source !

Hmm god i love sarcasm,

ports are still possible even though you use directx and possible win api, just takes more time and you'd have to choise something like sdl over directx, basically it means a rewrite of the rendering code
« Last Edit: July 13, 2010, 09:22:41 PM by joyrider » Logged
CJB100
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« Reply #2 on: July 14, 2010, 02:23:55 PM »

Haha. Well thanks man. All I needed to know. It's too bad there isn't a "game maker" for linux, or more specifically the Dingoo. I've seen a few for the wii homebrew scene. Maybe if I ever learn some C++ I'll make something basic.
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Oh hell yes!
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