I've recently noticed a very strange behavior with my pandora.
When I shut it down, everything seems working fine but the screen's backlight stays on (gotta be in a very dark environment to see it). It would explain why a couple of times I've found my Pandora with a completely discharged battery.
I'm wondering if it's a software or hardware issue, if it happened to anyone else and, mostly, how to fix it.
I'm running the default OS (Armstrong / Zaxxon) with Hotfix 5.
That's actually what makes using the Android platform the brightest idea of all this endeavor, and what could save their ass from the Phantom effect.
If the user can load up ANY Android app and play without much worry (using the controler's touch pad) then it's viable from the start, and makes it sell. Then devs won't be shy to make some versions "optimized for Ouya" like we've seen with the iPad for example, and then the wheel will be spinning, no problem.
For any HW maker the biggest problem is getting people to make software for it. Now they've found a way to have SW available even before the HW is there, good for them
I'm gonna wish them a good luck and hope it works, it's gonna be interesting to watch. Like others said, it's surely built at a loss for 100$, but they should be able to make up for it if they take 30% of all microtransactions (and if they last long enough).
Interesting topic. Gotta say I've been writing pretty much all of my projects in C (using standard libs) for quite some years now. And it sure is still easy to over-planify, and try doing specific libs, rather than making your game (or demo or whatnot). But it can become VERY comfortable to write in C. Especially using pointers and function pointers.
Fun thing: I actually learned C while/by doing Quake (and Q3A) modding. The C one can find there is pretty elegant and kinda close to OO.
Hey awesome idea!
I love diskmags
I'd like to help but really have no time on ma hands. Do we have any gfx/music people in the pand community ? (so far it seems it's mostly coders and linux fans)
If you're serious about this, you should talk with Axel/BRS (the dude behind Zine) he would probably have a tip or two about diskmag making and organization. There's also the guys at PandoraPress who're used to filter news and write articles, could be good to have them on board.
Other than that I advise you to do shorter and more frequent mags (like, bi-monthly) rather than huge ones every 2 years. Not only it keeps the news fresh and makes the mag possible to read end-to-end, but also gives you better presence, thus more visibility, thus more readers.
Oh and, as in everything else: don't try to make it 100% perfect and feature-creeped, you'll never get it done
best of luck with it! I'll for sure read it/them once it's out!
Like it's probably been said already, I must say it all goes with comfort and mindset. I know I personally am much more confident in writing procedural code rather than OO, so I choose C. I find it also much quicker to compile.
C++ has been quite trendy in the last decade so that's pretty much all you code in the game industry these days. That's probably why most tutos are in C++.
Funny story: my girlfriend studied in computer science and software engineering and never touched to C++. It was all Java, except for one class of C that was focussed on embedded systems, and where they teached her all sorts of stuff really specific to embedded platforms but NOT specific to C (stuff like unrolling the loops, using a minimum number of function calls and other ugly things) and after I had to convince her that C is NOT that limited.
I'm sure those kind of teaching don't help C in getting popular
Also, some people suggest that video games are made to be programmed in OO. I don't agree. I think applications, where you have all kinds of menus and buttons, are much more appropriate, as you really want a structure based on events and also want tons of very similar but slightly different widgets. In a video game, you can have one big loop where you update your world, and all your items can be of a few generic classes (/structs) with different parameters.
For anyone interested in coding games in C, have a look at the Quake3 game code. It abuses of pointers to structs and functions, but it's made very simple and flexible at the same time.
after some testing, geany 0.18 was available as PND, however it was broken; was complaining the config files couldn't be saved/created.
geany 0.19 can also be found as PND and seems to work. However it was flaky and has tendency to shut down unexpectedly.
main problem however is that the configuration screens are way too long and spill out of the screen so you can't really customize anything. The editor also seems to rely on an externally made makefile. I don't know if it's specific to Windows developpers but I'm not much into makefile-making - I feel like choosing options from drop-down lists and clicking a button to compile are less troublesome than typing a big script file. After all this tho, I think writing my own makefile and using gedit will be much quicker/simpler that fighting with IDEs that are too big for their own good.