A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
A Week Off
5th June, 2018
God damnit, Apple..
Apple are depreciating OpenGL, which is exactly what my framework requires in order to work.
Although it won't be immediate, hundreds, thousands, MILLIONS of games will suddenly stop working, once OpenGL is officially taken away from MacOS and iOS.
It'll be like the iOS 64-bit Appocalypse, only WAY bigger than that.
Pretty much ANY cross-platform game on MacOS probably has at least a little bit of OpenGL somewhere inside.
But I'm not here to complain about stupid moronic decisions by the idiots at Apple.
I'm here to let you know that I'm going to have to restart the entire MacOS chunk of the framework, pretty much from scratch.
There's already been a few "flaws" in the MacOS builds, so it's probably a good idea to redo certain areas, anyway.
The Sandboxing doesn't work, and if you try Alt+Tab'ing on the Mac, the games insta-break. Also, I never did figure out how to do Icons properly.
So, with all those fixes in mind, and the HUGE requirement to rewrite the graphical engine, I've decided it best to take a week off, and focus on that.
Hopefully at the end of the week, I'll have a bunch of nice, shiny new MacOS compiles, which can then be played by the *checks*
...practically nobody's downloaded them..
But either way, it'll be important work in trying to get the iOS framework up and running, which I also really need to do.
After all, can't have a new SpikeDislike if it isn't also available on iOS!!