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	<title>Comments on: Compatibility Thoughts (Part 3 &#8211; The Missing Chapter)</title>
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	<link>http://www.gameproducer.net/2009/04/06/compatibility-thoughts-part-3-the-missing-chapter/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Juuso Hietalahti</title>
		<link>http://www.gameproducer.net/2009/04/06/compatibility-thoughts-part-3-the-missing-chapter/comment-page-1/#comment-134154</link>
		<dc:creator>Juuso Hietalahti</dc:creator>
		<pubDate>Wed, 08 Apr 2009 04:30:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2812#comment-134154</guid>
		<description>I tried the converter but my images were shown as black inside the game. I first needed to open them in Fragmotion and then save them there before I could turn them into DDS (I wrote about this issue in the forums - it seemed to be something about how my texture files were done or something)</description>
		<content:encoded><![CDATA[<p>I tried the converter but my images were shown as black inside the game. I first needed to open them in Fragmotion and then save them there before I could turn them into DDS (I wrote about this issue in the forums &#8211; it seemed to be something about how my texture files were done or something)</p>
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		<title>By: Anonymous</title>
		<link>http://www.gameproducer.net/2009/04/06/compatibility-thoughts-part-3-the-missing-chapter/comment-page-1/#comment-134139</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Tue, 07 Apr 2009 18:36:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2812#comment-134139</guid>
		<description>You know there is a batch converter to convert your image files into .dds format?</description>
		<content:encoded><![CDATA[<p>You know there is a batch converter to convert your image files into .dds format?</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2009/04/06/compatibility-thoughts-part-3-the-missing-chapter/comment-page-1/#comment-134112</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Tue, 07 Apr 2009 05:57:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2812#comment-134112</guid>
		<description>So basically I feel for you going through these technical issues and I hope that you can resolve them soon.  I originally had lots of issues to solve when I first started using BlitzMax 3 years ago but I found lots of workarounds and got the makers of BlitzMax to fix others.  The result is a stable engine that works on most PCs.  But it seems that as soon as people move up to DX9 and 3D engines problems are introduced (no matter what engine is chosen), the more fancy the engine, the less PCs it works on.  Developing for a console must be such a pleasure as you know the game will work on them all.

Sounds like right now you just need to make some workarounds for the controller issue (or bug Leadworks to fix it and assist where possible with test code) and work with the texture format  issue (shame the jpg/png feature was removed. I tried to never bread my framework for older customers when I released new versions).  You so just have to get it done though and move on.  You can reuse the code for a 2D sequel if you want or try out another 3D engine with BMax if your code is as encapsulated as you say it is.</description>
		<content:encoded><![CDATA[<p>So basically I feel for you going through these technical issues and I hope that you can resolve them soon.  I originally had lots of issues to solve when I first started using BlitzMax 3 years ago but I found lots of workarounds and got the makers of BlitzMax to fix others.  The result is a stable engine that works on most PCs.  But it seems that as soon as people move up to DX9 and 3D engines problems are introduced (no matter what engine is chosen), the more fancy the engine, the less PCs it works on.  Developing for a console must be such a pleasure as you know the game will work on them all.</p>
<p>Sounds like right now you just need to make some workarounds for the controller issue (or bug Leadworks to fix it and assist where possible with test code) and work with the texture format  issue (shame the jpg/png feature was removed. I tried to never bread my framework for older customers when I released new versions).  You so just have to get it done though and move on.  You can reuse the code for a 2D sequel if you want or try out another 3D engine with BMax if your code is as encapsulated as you say it is.</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2009/04/06/compatibility-thoughts-part-3-the-missing-chapter/comment-page-1/#comment-134111</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Tue, 07 Apr 2009 05:50:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2812#comment-134111</guid>
		<description>My next game will still be 2D and DX7 and it&#039;ll sell 100,000+ units.  Nothing wrong with old tech.</description>
		<content:encoded><![CDATA[<p>My next game will still be 2D and DX7 and it&#8217;ll sell 100,000+ units.  Nothing wrong with old tech.</p>
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