Steam releases Big Picture mode
store.steampowered.com
store.steampowered.com
A nice auxiliary advantage of building a Steambox is that you can use it as a full-featured HTPC as well, since it runs a desktop OS.
0: http://www.theverge.com/2012/11/30/3706718/forget-the-ps4-an...
Otherwise, Tumblr or a gist powered by http://gist.io.
Is this something I should be submitting to HN directly?
Also, let me know if there's any particular pieces of information you want expanded/shared. I haven't yet had an opportunity for photos or video of use this evening.
http://news.ycombinator.com/item?id=4872751
Hopefully those who were interested have already had a chance to read it, by now.
It seems like somebody like Alienware, or even just somebody on Kickstarter, could put together something impressive at a XBox720/PS4 pricepoint.
Otherwise I can't see an impediment. Maybe Valve could even have a 'designed for Steam' certification program or something.
The MistBox ;)
I don't know, though. To be honest, I'm kind of shocked no one has tried this yet. It seems like such an obvious winner, even if there is a slight chance you would go to court with Valve.
I think it's a great idea!
Now that's a Steambox.
Now the PC part is getting even easier to use. Great.
I can live with being unable to run games on two computers at the same time, but I wish I could stay logged in on two computers. Or at least, I don't know, pass a token.
In fact, it seems to me that Valve's Big Picture, combined with the ability to "make your own Steambox", completely trumps the OUYA.
Why would a game developer want to create a new port of their game to a completely new system when they could just optionally add controller support and publish to Steam?
Valve's got the player-base and game library, and now they're in the living room. Is OUYA's niche gone?
Because that's exactly the same thing as the OUYA for Android developers. All they need to do is add OUYA support to their existing application and publish it on their store.
[0] http://steamcommunity.com/sharedfiles/browse/?browsefilter=m...
Mozilla/5.0 (Windows; U; Windows NT 6.1; en-US; Valve Steam Tenfoot/2095; ) AppleWebKit/535.15 (KHTML, like Gecko) Chrome/18.0.989.0 Safari/535.11
So, Chrome 18. What is it with Chrome 18 given Chrome for Android is also stuck on that version? Maybe coincidence and slow release cycles... (Also, Tenfoot? Hmm)
I also tried playing a HTML5 game with it, which could be awesome with gamepad support. It seemed to freeze the browser and kept playing sounds in a loop, even after I had exited Steam... had to reboot to get rid of it. Guess it needs some work.
http://en.wikipedia.org/wiki/10-foot_user_interface
Just a clever reference to the UI paradigm.
http://en.wikipedia.org/wiki/10-foot_user_interface
Imagine a responsive web design that goes from 10-foot all the way down to mobile; now that would be impressive!
The problems are shifting from display/device types to network types. Great you've got a 1080p phone but we can't shove down our retina quality images on 3g. Nor would you want use to use your battery life for that.
http://code.google.com/p/chromiumembedded/source/detail?r=60...
While they now support newer versions of Chromium (http://code.google.com/p/chromiumembedded/wiki/BranchesAndBu...) it is likely that Valve either didn't have the time to test everything against a new Chromium revision, or didn't want to take the risk. Every Chromium commit historically has a very high risk of breaking embedding use cases (I used to try and track Chromium for my own embedding purposes before finally giving up because it broke constantly).
As far as Chrome on Android goes, I have no idea. In Google's case you would expect they would have the resources to keep up with changes to their own codebases.
But I can see something more awesome, what if Steam would sell hardware? Like a new steambox every year like Apple does with the iPhone.
They have an incredible catalog of games, a new steam box would just be more powerful but would still be able to play all the old games.
I need a controller. Which is the best one to get?
Source: http://steamcommunity.com/groups/bigpicture/discussions/1/88...
I think it was this: http://motioninjoy.com/download
(the immediate next step being "make the linux games catalog decently large", so they don't need to bloat their $300 console with an extra $150 of MS licensing)
On a tangent -- does anyone know how developing games for linux compares to developing games for consoles? I've heard windows devs complain about linux ("Braid will never be available on linux because ALSA is shit and fundamentally can't handle it", etc etc), but it seems that the valve console'd be more competing against the PS4 / xbox720 / etc, and I wonder if those devkits are better or worse...
I don't buy it, tons of games with sound effects have been successfully ported to linux with no problems. Probably the devs are just being lazy :-)
So they may add more stuff in the future.
I'm not saying that has anything to do with steam but if I were a game dev and could only be bothered to support 1 controller that's the one I would spend the time supporting.
The only issue you might run into is that it'll sometimes say your account is not authorized to use the Linux beta, but there are directions online on how to get around this by adding some flags and launching it from the CLI.
I'm not sure why I bothered though, since my Linux ultrabook can barely run any games anyway.
http://www.omgubuntu.co.uk/2012/11/reddit-users-bypass-valve...