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Johny.: I always appreciated our community involvement and work done around GOG. Did you get to implement game time tracking (this in particular is not SDK I think), achievements or other features in Comet?
Is there some way to make GOG officially more helpful with this and more community documentation friendly, instead of using "partners only" approach? Everyone would only benefit, at least I don't see any obvious downsides.
Post edited November 25, 2018 by shmerl
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Yepoleb: I still hate working on GUIs.
mybe try ncurses? dunno
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Johny.: I always appreciated our community involvement and work done around GOG. Did you get to implement game time tracking (this in particular is not SDK I think), achievements or other features in Comet?
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shmerl: Is there some way to make GOG officially more helpful with this and more community documentation friendly, instead of using "partners only" approach? Everyone would only benefit, at least I don't see any obvious downsides.
I understand that this conversation have already happened, so I don't see a point of me actively joining in it. Sorry. I will remember about this and maybe ask someone over a coffee. If I get to know something obvious that's missing in communication, I will tell You guys.
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Johny.: I understand that this conversation have already happened, so I don't see a point of me actively joining in it. Sorry. I will remember about this and maybe ask someone over a coffee. If I get to know something obvious that's missing in communication, I will tell You guys.
Ah, I didn't know there was such discussion already. I didn't really follow it. All I remember was GOG in the past saying that it's good to make a public documentation for community's benefit, and nothing after that (or at least I missed anything new on this).

Any update on this would be welcome.
Post edited November 27, 2018 by shmerl
I'm interested in seeing what all we figure out from all of this.
a bit of offtopic, but did you think about making some sort of emulation of galaxy's matchmaking? (in order to allow galaxy-only multiplayer games to be played over lan)
Or will it be illegal? (as far as I can see - as long as no original code was used, there shouldnt be any problems. Since galaxy "isnt a drm", thus such thing wont be the same as, dunno, emulation of steam's behaviour)
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Gekko_Dekko: a bit of offtopic, but did you think about making some sort of emulation of galaxy's matchmaking? (in order to allow galaxy-only multiplayer games to be played over lan)
Or will it be illegal? (as far as I can see - as long as no original code was used, there shouldnt be any problems. Since galaxy "isnt a drm", thus such thing wont be the same as, dunno, emulation of steam's behaviour)
I don't think it's against the law or User Agreement, but unless there's a Linux game with Galaxy support that I really want to play without an internet connection, it probably won't happen. Maybe I need it for testing someday, you never know, but don't get your hopes up.
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Yepoleb: [...] a Linux game with Galaxy support [...]
Does not compute
;)
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Johny.: @Yepoleb, I always appreciated our community involvement and work done around GOG. Did you get to implement game time tracking (this in particular is not SDK I think), achievements or other features in Comet?

Technically I'm not an expert on SDK, so I can't say much about reasons for it not being openly documented etc.
I presume for Steam it's different, since anyone should be able to publish a game there, so it was a priority for them.
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Yepoleb: Thanks! I only implemented authentication and achievements, after that I decided to work on the GUI to make the project more presentable and got demotivated because I still hate working on GUIs.
This is how i handle frontends: there are people who like that stuff and people who don't. The people like us who don't, just keep everything command line or in an interactive text based interface (with command line options to dump info) so someone who actually like to do that sort of thing can. Or, you could just keep it open source and your info dumper minimalistic so the GUI makers can just directly link the code.
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kohlrak: This is how i handle frontends: there are people who like that stuff and people who don't. The people like us who don't, just keep everything command line or in an interactive text based interface (with command line options to dump info) so someone who actually like to do that sort of thing can. Or, you could just keep it open source and your info dumper minimalistic so the GUI makers can just directly link the code.
Downloaders and a background daemon exist already, so far we haven't gotten the client everyone wanted. I'm not part of "let's wait for GOG or anyone else to listen to our requests" crowd.
I found an interesting Galaxy integration project used by AGS engine (it's used in the recently released Mage's Initiation).

https://bitbucket.org/monkey0506/agsgalaxy
https://bitbucket.org/monkey0506/agsgalaxy/downloads/

The code relies on galaxy/GalaxyApi.h.
It also provides binary libGalaxy64.so / libGalaxy.so.
The benefit behind this is that you can toggle between AGSGalaxy and AGSteam (or other future plugins) without having to change your game scripts (assuming the same API name is used for achievements on both GOG Galaxy and Steamworks).

You may instead choose to utilize the "disjoint" build of the plugin, which still uses "AGSGalaxy" instead of "AGS2Client", but this means you will have to use separate code for Steam builds. A practical reason why you might want to do this is to allow "Galaxy crossplay" builds. Essentially that means that you would include BOTH the AGSGalaxy AND AGSteam disjoint builds AT THE SAME TIME. You would initialize both client APIs, and call their respective functions separately. Doing so would allow you to have a single build of your game released on Steam and GOG Galaxy. As long as the player has both clients installed, then they can gain achievements for both clients at once.

Additionally, the AGSGalaxy plugin now fully supports Stats and Leaderboards, which were missing from the initial release.
Post edited January 30, 2019 by shmerl