I don't have a mac, let alone a silicon one, so I can't test on it (I also have no patience for Apple's BS). However, it should work. At least SBCL itself runs, and Trial is mostly portable code, so it should, too, modulo some regressions.
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Shinmera
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Because, as you guessed, no implementation other than SBCL comes close to the performance needed.
That's what they claim, but ultimately it's their thing, so they do with it whatever they like.
I specifically talk about the fast evaluator for SBCL. But even without that contrib, SBCL does have another evaluator as well that's used in very specific circumstances.
Aw, thank you. Happy hacking!
It does have a HID keyboard API, but typically you're expected to present an on-screen keyboard.
The OS can do it, and some Nintendo titles on the Switch do use this capability, but I have talked to Nintendo directly about using it, and it's a hard No. I can't even use the JIT feature purely for dev.
Yes, it's also open source: https://github.com/shirakumo/kandria
My current unannounced project is a lot more ambitious still, being a 3D hack & slash action game. I post updates about that on the Patreon if you're interested.
You cannot publish games with homebrew, it has to use the official SDK. Besides that, almost nobody has a jailbroken Switch, so it would make it extremely hard to play any games on anything but an emulator.
I'm not doing the SBCL parts, that's all Charles' work that I hired him for. My work is the portability bits that Trial relies on to do whatever and the general build architecture for this, along with the initial runtime stubbing.
And, as mentioned, *her :)
Thanks! I hope I can continue to do more.
I'd been thinking and brainstorming with friends for ages on what to call it and we couldn't come up with a good name. At one point I was forced to pick something, so I just chose the age old tradition of typing stuff that sounds OK into google until I got something without any relevant results.
Perhaps less fascinating of a story than you might have expected, I'm afraid, but there it is.
Glad you're enjoying it, and remember, don't be ashamed of using the gameplay options should later sections get too frustrating.
Hmm, I think the minimising thing might be due to the exclusive fullscreen that the game starts up with. Toggling fullscreen with F11 should fix that.
Cool, thanks a lot!
Thanks! Hope you find the time some day. And yes, the assets are the part you need a valid copy for if you want to hack on the game.
Good to hear!
Ha ha, alright. Dig away then :)
Yeah, the open world design is closest to Fallout, I'd say. We had plans to have dynamic faction mechanics like in the old Fallout games, too, but unfortunately that had to be cut for time.
Very common.
The problem is most likely that I haven't updated the included binaries of libmixed in a while. Building that in itself shouldn't be difficult, but no, there's no way to compile or play without the sound library present at all.
That unfortunately won't be possible. And I'm afraid the Switch is by far not as powerful as one would like.
Thank you very much!
Thank you!
I already have a concept for another game. It'll be more ambitious in some respects and less so in others. Of course I'm continuing to use CL.
Believe me I'd love to have it on Switch but it's a tall order for reasons I can't discuss due to NDAs. It might happen if my finances look well enough.
It does run on the Steam Deck, though, so if you can get a hold on one of those...
Yeah. Even around announcements and reveals there's a lot of scares going around. The industry has historically relied very heavily on a big launch hit, so the marketing around that had to be very carefully massaged, and release of information controlled as a consequence.
I'm personally sceptical that it's healthy to be this caged about things, but I don't have any numbers to back this up -- though I suspect nobody else does either, given how marketing is always just a crapshoot.
Aw, thank you.
Thanks a lot! I hope you enjoy it, whenever you get the time.
My intention was always to make it available as open source. The stretch goal was there for the rest of the things and to provide some extra incentive.
The license for the code is zlib now, but the assets remain closed. I think that is a fair trade.
I've started writing documentation for Trial on the parts that are unlikely to change much. The API stability warning will remain though, as I can't rule out that we might have to rewrite subsystems in the future as new needs and better architectures are devised.