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A Squeakyduck Design product
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Author Topic: Is this language still alive??  (Read 2457 times)
Sveinung
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« on: January 03, 2011, 06:21:52 pm »

Just wondering.... Grin

Sveinung
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GrahamK
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« Reply #1 on: January 03, 2011, 10:10:59 pm »

Yes (ish).

I am currently working on the 2.0 version, which has a lot going for it, but will depend on the outcome of the next few months 'experiments' to determine if it makes the light of day (Hoping that the first 'experiment' will be hitting the iphone App store in the next couple of weeks).

Generally, the uptake of indie languages has really dropped off (not just for Cobra) with more people heading over to Obj-C, C#/XNA, and Java, so I have to determine if profitability wise, releasing / supporting  a new Cobra is worth it, in comparison to using it as an in-house tool for developing games.

In it's current incarnation, it is still working well on every windows platform (which was an aim), but hasn't really gained the user base to sustain an active community, which to be honest is what sustains something like this.
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Jason W.
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« Reply #2 on: January 05, 2011, 05:05:39 pm »

I'm still very interested in cobra, but I always end up getting stuck or lost do to poor help or old examples not being up to date.



Jason
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bigsofty
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« Reply #3 on: February 14, 2011, 09:00:47 pm »

Good to Cobra is still with us. It's been a tough start getting established so late in the game but I do feel it's was the best if the game languages that appeared and it did not get the recognition it deserved. I currently use GLBasic but that's simply down to being able to use the app store with it, which I say with a certain note of sadness.

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OldSkoolGamer
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« Reply #4 on: April 02, 2011, 06:34:47 pm »

Well Graham, come to any decisions yet regarding Cobra ?? Just curious as there hasn't been much activity lately beyond your front page updates.
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GrahamK
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« Reply #5 on: April 07, 2011, 10:13:16 pm »

Not really I am afraid,
as you can see from the front page I am pretty focused on the cross platform engine which Perplxt (and another two games shortly) is using. The good thing is that this is going rather well, (better than I could hope really), in that I am 'almost' at the stage that I can now simply code for iPhone, Android, WinPhone 7, windows, and (theoretically) xbox live (I've tried it, but not really tested it enough).

Once the next game is done, it'll test the next phase of abstraction which removes all the remaining OS specific commands (e.g. file handling).

The third game introduces a common physics layer, at which point I'll have everything I want.

The final piece in the puzzle then will be how and if I use Cobra from that point on, in it's new form it can do all the above via .net (and mono), but for that to be useful to anyone else it would mean an outlay of around $800 (monotouch and mono for android). Hardly an indie outlay.

Before then I think I'll be issuing a Cobra update with a load of code I have hanging around, along with the command line compiler, a couple of other goodies and (if I can get it working properly) a new module to link to a non-cobra graphic module.

So, sorry this isn't any better news, but hopefully it does show that there is still activity here. 
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OldSkoolGamer
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« Reply #6 on: April 08, 2011, 02:33:34 am »

Fair enough, and to be honest, more than I was expecting  Wink
Now get back to work  Whip
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GrahamK
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« Reply #7 on: April 08, 2011, 07:05:01 pm »

He he.
Mind you, I've been waiting for 2 weeks now for Amazon to review Perplxt.. Not a good start for their app store.
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waroffice
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doghousedean
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« Reply #8 on: June 10, 2011, 02:10:37 pm »

Afternoon,

I just installed cobra again (after a reinstall of windows a month or 2 ago) just though i would check on progress.

I'm glad its going well.


TTFN
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Doggie
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« Reply #9 on: June 18, 2011, 05:12:31 am »

Why not reduce the price of Cobra to $20 or something to increase the user base? Selling 40 units would bring you the $800 you mentioned. Just a thought.
Probably not a bad idea.
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GrahamK
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« Reply #10 on: June 22, 2011, 10:30:49 am »

The $800  I mentioned is how much it would cost 'other' people if I used the Monotouch approach.

It's not really an issue in anycase as Monotouch / Mono for Android are now essentially dead Sad so I have a different plan in mind.
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waroffice
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« Reply #11 on: June 23, 2011, 11:09:55 am »

What about including the Steam API, get budding coders working with Steam to publish their work?
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GrahamK
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« Reply #12 on: June 23, 2011, 09:30:23 pm »

Funny you should say that Wink
Intel App Store is another one Smiley
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