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People forget about us.

14 posts, 563 views

Apr 8, 2008 07:52AM

Hi, I am a moderately long-time user of WeGame (Oxhorn brought me over, lol), and I am on a Macintosh OS X computer.

Whenever I find a fairly good-awesome game recording application, I cannot use it, because it doesn't like my computer, and I don't have any money to purchase a PC.

WeGame for Mac would be nice.

That's my suggestion.

Apr 8, 2008 09:46AM

haha with the reason apple hype at the office...

who knows!


Still wouldn't they have to make like.. games for the mac first? >:]

Apr 8, 2008 04:02PM

Uh, I play World of Warcraft, and Guitar Hero on my Mac, and my friends play some others on their Mac's as well.

Apr 11, 2008 08:35PM

you should run bootcamp. It lets you run windows on your mac.

Apr 12, 2008 11:59AM

Yeah, I'm on Leopard, so all I need to do is buy a windows CD and install it.

BUT I have no money. Lol.

Apr 12, 2008 12:53PM

A Mac version would be cool.

Unfortunately, it's not as easy as changing a build setting from "Win32" to "Mac" and recompiling the client. ;)
WeGame Client Developer.

Apr 14, 2008 03:40PM

especially when a lot of it is based around DX API instead of openGL.

I do wish that the anti trust cases had forced microsoft to provide directx binaries to other OSes.

Apr 15, 2008 12:27AM

I have to agree absolutely with Harii on this! Telling a mac user to "just use bootcamp and install win" is a useless and incredibly aggravating comment to hear ad nauseam across all screen capture (an a million other topics') boards. I picked mac for my specific needs, I can't afford to buy windows right now, and I play games/use 3D software on this platform, therefore should be able to record video on it too.

Also with newer game engines like Unity that can do builds for several platforms at once its getting harder to understand why companies still put out products that ignore all but one. Sure mac users are a smaller percentage of the overall computer user market worldwide, but we're far from being a small group that should be left out in the dark by developers.

Apr 15, 2008 12:41AM

We support OpenGL just as well as DirectX.

*points to Quake 3/Warsow/Second Life/CS 1.6/World of Warcraft and Warcraft 3 in OpenGL mode/etc.*

The actual code to "hook" OpenGL games wouldn't change, but without the rest of the client, that code is somewhat useless. ;)

Supporting Mac would also involve a lot more QA/testing and support, and time and resources are not infinite. For now, we're working to provide the best possible experience with our software as possible, although myself and Andy (the other client developer) do want to add Mac support eventually.

(note: this post typed from a Macbook Pro :P)
WeGame Client Developer.

Apr 15, 2008 01:33AM

I totally understand that it would be hard to put out multiple platform builds with only 2 developers but maybe delegating testing of release candidates to willing users would help. Second Life used this model and got a huge amount of help from their users. It wouldn't even mean open sourcing like they did, just setup a bugzilla page for people to submit found bugs, rate them on a severity scale and focus on the big ones...

Or team up with a Mac game development company to do a regular build of it, like Ambrosia or another in exchange for links & banner space here.

If you did happen to go either of those routes then I'm sure Apple would gladly post an article about it on their community site, drawing a good amount of new users to this site. Although the sudden in-flux might be overwhelming this soon.

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