Porting Services...

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We've held back on these so far due to time contraints and lack of experience on the MAC platform.

Now that we are up to speed on the MAC we are pre-announcing our BlitzMax porting services. What you get :-

* Your blitzmax application ported from OSX to Win32 or Win32 to OSX. (In some cases this is a simple re-compile)
* Wrapping and embedding of security wrapper (Depending on your security requirements)
* First line support for ported version
* Distribution of ported version

We have just signed our first contract with a commercial development studio and look forward to working with many more of you.

Please contact me directly to discuss your requirements.

Cheers,

Tim.

Very Interesting.

What if the app uses a DLL (For instance ODE). Can that be done too?

Converting a dll to a dylib is quite a complex task and does not fall under the scope of this service. Having said that, if there is a dylib version (OSX) of the library then we can write a wrapper module for you.

ODE would have source code and is multiplatform, hence why I mentioned it.

Sounds like this could be very useful since I don't own a Mac. Nice one! :)

Do you feel up for porting b3d source to bmax too?

I was just going to ask that.

I'm not looking forward to porting Naked War to Max.

I didn't know a Max game needed porting between PC & Mac.

> I didn't know a Max game needed porting between PC & Mac.

Well, you'd think that wouldn't you, but sadly it requires a fair amount of fiddling. It's not as easy as say copying your code to the mac and then hitting compile.

I thought Naked War was in Blitz3D though?


Well, you'd think that wouldn't you, but sadly it requires a fair amount of fiddling. It's not as easy as say copying your code to the mac and then hitting compile.

Sometimes it is! The actual re-compiling is the easy bit if you have access to a Mac, it's the support and distribution that's the killer.

With regard to B3D, depends if you require 3D or just 2D in 3D.

>I thought Naked War was in Blitz3D though?

It is. I was jokingly hoping that Indiepath would port it to Max for me. I'm expecting it to be quite a big job at some point (when the 3D module is released).

The stuff I've done in Max (just one game prototype) ran on my Mac mini without any changes.

The stuff I've done in Max (just one game prototype) ran on my Mac mini without any changes.

In my experience, it's GUI stuff that needs the most adjustment when going PC->Mac. GuiFont sizes are different and gadgets behave differently (e.g. buttons don't Y-scale and radio buttons aren't actually grouped when assigned to a panel so you have to manually unset others when setting one). Nothing major, but lots of little things ("fiddling" is a good term for it).

Fair do's. I've never touched Gui stuff.

Gui and games?? Gui and Games?? Nope, no matter how many times I say it I still can't work it out.

John:

I guess it wouldn't be too hard for me to port naked war to mac using miniB3D. I'd likely be charging something awful for it though...

Worth a look I spose:
http://www.blitzmax.com/Community/posts.php?topic=59650

Gui and games??

My games tend toward the strategic (from the board wargame tradition) rather than arcade, so there's a fair amount of data manipulation going on. Using a pre-built GUI makes that easy. Older, simple, non-Max example: