- Atom Zombie Smasher
They *did* go crossplatform. Using Mono means the game works on Windows, Mac, Linux, and mobiles.Yes, and that's still my point. They could go crossplatform from the beginning, with no strings attached. That's what I want to see and wonder why the use of SDL isn't more widespread, from a technical standpoint.
And they *did* use SDL. MonoGame, the framework they used, uses Tao.SDL, a binding to SDL, on non-Windows platforms, as a back-end.
If they had gone for "only" C and SDL, which is pretty obviously what you're calling for, then they would not have been able to sell hundreds of thousands of copies on the Xbox, because SDL isn't an option to Xbox developers.
Who said they have a say? They didn't publish Bastion, Warner Brothers did.Which still doesn't mean microsoft should have any say in Linux-related matters?
There are a whole bunch of XNA developers in the wild already. MonoGame's first priority is to enable those developers to go from being "Windows and WP7 and Xbox 360" developers to being "Windows and WP7 and Xbox 360 and Mac and iOS and Linux and Android and PS3" devs. It's perfectly possible to write new games directly for Linux with MonoGame, which is why I've submitted a package for it to Debian - so people can build cross-platform game code really easily and target a whole bunch of platforms.Not Bastion here and now, stuff ported from xna tomorrow. Leaving the patent can of worms aside, mono stuff has to follow whatever microsoft release first on the c#/.net/xna front, correct? I mean, it's on the front page of the monogame site: "allowing xna developers to port to other platforms". That screams second class citizen to me.
It's not. Mono has been embracing & extending .NET for years, which is why it's ended up overtaking .NET in many areas. For example, MonoGame is the only way to publish an XNA game for the Windows 8 app store - Microsoft XNA games cannot be sold via the app store because they do not integrate with the Metro UI, but MonoGame developers do not have this restriction, because MonoGame is Free Software and Free Software can do whatever the hell its developers want it to. Even Microsoft used Mono-based Unity3D to make iPad and Android ports of one of its games.I'd love to get facts on how mono is immune to Embrace, Extend, Extinguish though (I really do).
And skipped the possibility of selling your game to 70 million Xbox owners, presumably?No, I'd have skipped a framework tied to a single for-profit company with a long history of being barely legal jackasses all together, right from the beginning.