Check out below the build results for your game, if you see it on the list as not working and it does build (the version submitted for the LPC) please let me know
It is HIGHLY recomended you download the vm and test your game to be sure it is working properly I am only testing that it runs
Build was done on Ubuntu 12.04
gcc (Ubuntu/Linaro 4.6.3-1ubuntu5) 4.6.3
Linux lpc-VirtualBox 3.2.0-27-generic #43-Ubuntu SMP Fri Jul 6 14:25:57 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux
http://opengameart.org/lpc-ubuntu.7z Is the link for the VM as of 8/4/2012 @ 1AM.
Alchemist Game = Wont Run Properly
AfterImage = Works, game is at scripts/AfterImage.htm
Archer Man = Works, run with ruby not ./ README is wrong
Artificers Quest = Works
Big Island = Works
BitBrawl = Works
Blob Mobs = Skipped for now...
Blood Moon = No idea how to compile it
Bright Flame Tactics = Doesnt work on Linux
Castle Defense = Works
Chickenpix = error on libz during compile
Concave = Works
CrosswordMaze = Works
Defeat of the AncientOne = Works
Dungeon Tactics = bash: ./configure: /bin/sh^M: bad interpreter
Farm Taken Over = Works
Forge = Broken when running
GameApi = Compile Error
GNU VS Rotten Tomatoes = Needs libconfig 9
IndirectAssassin = Works
Laurelias Polymorphable Citizens = Works
Learn2D = Looks annoying trying it later
Lurking Patrol Comrades = Works
Monk Story = Works (Slow to load)
Murderous Manor = Gotta build Allegro
Neverwell Moor = Works
Obok and Gossip = Works
OpenGOO = QT4 Opengl huh?
Pioneer = Black in firefox
Pixel Quest = Works
Rainys Untitled Game = Works, VM HAS ISSUE RUN LOCALLY!
Slime Attack = Works
Solitude = Works
Song of Blood = Dunno how to run it
Sorcerers Garden = Works
Tales of Gydia = bash make.sh broken
Terramancers = Works
The Liberate Pixil Cup Quest = Works
The Longest Road = useless readme no idea how to compile
Traps and Treasures = build 3rd party libs real fun ill do it later
Trouble in Libreland = Works
Unsealed Whispers = Works
Villages = compile errors
Volley Zombie = Works
Wander = requires some 3rd party libs
Worlds Crapiest Hero = Works
Ye Olde Adventure Shoppe = Works
Zombie Lord = Works run with java -cp bin:libs/*:../ZombieLord/libs/* com.talas777.ZombieLord.Main
NOTE: Seems that the java games have issues in the vm, recomended to not play them in the vm.
Obok and Gossip:
No, you don't need any weird engine.
I use Debian stable, but Ubuntu should be just the same:
- Install the packages libsdl-ocaml-dev and ocaml-native-compilers.
I use aptitude for that. Others seem to do something like
sudo apt-get install libsdl-ocaml-dev ocaml-native-compilers
- Do
./build
- Run the game doing
./code_entry
Thankes caeles its running now, I will upload it in the next vm version.
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
Hi, I'm the creator of Alchemist Game. I only have 2 test machines and I am unable to reproduce the Problems. I will guess, since you are using Ubuntu, you start the jars properly with 'java -jar AGame_Linux.jar' and 'GameServer_Lin.jar'.
Since you are using 10.04, could you check if you are using Java 1.7? This is the only error possibility I see right now.
You can check your java version by typing 'java -version' in Console. An example output would look like this:
Neverwell Moor:
Requires hosting on an HTTP server for Chromium (has cross-domain issues and won't play the audio files all the way through when run from local FS) -- works locally on Firefox. The commit I pushed AFTER deadline breaks the game (probably what you saw). Please checkout the revision that I submitted: 2396799b72ccacff3274d16266ab9a35ced7c0e9 or the new one: 61b23222a4107afe5979f98e95dd97f1a7f7a7dd
Also, the tag `version1.0` points to the revision that was submitted.
Enjoy! :)
I tried my game on a small computer, and it ran OK, but when I tried on my Ubuntu VM it did run pretty badly... I just assumed you had dual boot or something... For obvious reasons I wasn't able to do many optimizations...
I did some basic optimizations:
- Changed from 60 fps to 30 fps (GameRunner.java)
- Removed expensive animations (Gamerunner.java, MapStage.java, OpeningStage.java)
- Better resource management, for memory use (AnimatedText.java, EndlessForest.java)
- Includes the stage fix (gr.setCurrentStage(stage); in GameRunner.java)
Still runs slow on a VM, but now it's less frustrating...
Here's the jar (src folder is inside):
http://www.rainyengine.com/RainyLPCGame30FPS.jar
You can run a basic compare between the source files and see that all changes are just for optimization.
Edit: re-uploaded it, some events went out of sync with the new framerate (GameRunner.java)
Archer Man works well (at least on archlinux)
run "ruby Compile.rb"
or install the gems "bundler", "gosu", and "rest-client" manually (ruby-bundler, ruby-gosu, and ruby-rest-client on archlinux)
then you can simply start archer with "ruby Main.rb"
EDIT: bundler is not necessary for playing, just comment it out if you don't wanna install it
#require 'bundler/setup'
For Villages: -Have SDL 1.2 installed in the 'default' location (http://www.libsdl.org/download-1.2.php)- Have SDL-image installed -
http://www.libsdl.org/projects/SDL_image/
- have SDL-ttf installed -
http://www.libsdl.org/projects/SDL_ttf/
- have SDL_mixer installed -
http://www.libsdl.org/projects/SDL_mixer/
-Install CMake (http://www.cmake.org/cmake/resources/software.html)
- Extract Villages.zip
- Open CMake
- For the path to source, use the base directory of the villages directory (ie, this directory has the src, assests, data, etc folders)
- For the build directory, choose the build/linux/ directory
- Click the compile button
- Select Unix Makefiles
- Keep 'Use default native compilers' option selected
- click Finish
If you installed SDL in the base directory, all the paths should auto-resolve. If for some reason they do not, then you will have to browse for the proper paths.
- Click Generate
Navigate to the build/linux directory with a command line
*note, as part of the cmake generate command, the data/ folder should have been copied in here*
- use the make command with no additional parameters
* there are a few warnings, but there should be no errors*
- Execute Villages
Whoops, the .lnk apparently points to a static directory on my machine. AfterImage.htm is in the scripts directory.
I tried using cmake-gui . This is my cmake -version.
$ cmake --version
cmake version 2.8.9-rc1
$ make --version
GNU Make 3.81
Copyright (C) 2006 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.
There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE.
This program built for x86_64-pc-linux-gnu
This is a 64-bit debian system (Debian wheezy).
I was able to generate the makefile needed but not able to make. See :-
$ make
Scanning dependencies of target Villages
[ 1%] Building CXX object CMakeFiles/Villages.dir/src/main.cpp.o
In file included from /home/shirish/games/villages/includes/sdl/SDL_config.h:42:0,
from /home/shirish/games/villages/includes/sdl/SDL_stdinc.h:30,
from /home/shirish/games/villages/includes/sdl/SDL_main.h:26,
from /home/shirish/games/villages/includes/sdl/SDL.h:30,
from /home/shirish/games/villages/src/main.cpp:4:
/home/shirish/games/villages/includes/sdl/SDL_config_minimal.h:38:22: error: conflicting declaration ‘typedef unsigned int size_t’
In file included from /usr/include/wchar.h:52:0,
from /usr/include/c++/4.7/cwchar:46,
from /usr/include/c++/4.7/bits/postypes.h:42,
from /usr/include/c++/4.7/iosfwd:42,
from /usr/include/c++/4.7/ios:39,
from /usr/include/c++/4.7/ostream:40,
from /usr/include/c++/4.7/iostream:40,
from /home/shirish/games/villages/src/main.cpp:1:
/usr/lib/gcc/x86_64-linux-gnu/4.7/include/stddef.h:213:23: error: ‘size_t’ has a previous declaration as ‘typedef long unsigned int size_t’
make[2]: *** [CMakeFiles/Villages.dir/src/main.cpp.o] Error 1
make[1]: *** [CMakeFiles/Villages.dir/all] Error 2
make: *** [all] Error 2
After asking the developer did the change in ~/games/villages/includes/sdl/SDL_config_minimal.h
so it now reads :-
/* This is the minimal configuration that can be used to build SDL */
#include <stdarg.h>
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
#typedef unsigned int size_t;
typedef unsigned long uintptr_t;
and still have the error compiling.
$ make
Scanning dependencies of target Villages
[ 1%] Building CXX object CMakeFiles/Villages.dir/src/main.cpp.o
In file included from /home/shirish/games/villages/includes/sdl/SDL_config.h:42:0,
from /home/shirish/games/villages/includes/sdl/SDL_stdinc.h:30,
from /home/shirish/games/villages/includes/sdl/SDL_main.h:26,
from /home/shirish/games/villages/includes/sdl/SDL.h:30,
from /home/shirish/games/villages/src/main.cpp:4:
/home/shirish/games/villages/includes/sdl/SDL_config_minimal.h:38:2: error: invalid preprocessing directive #typedef
make[2]: *** [CMakeFiles/Villages.dir/src/main.cpp.o] Error 1
make[1]: *** [CMakeFiles/Villages.dir/all] Error 2
make: *** [all] Error 2
Something is wrong somewhere hence sharing on the fora. Maybe somebody else can share some info. which might help or some info. which is missing here.
@Botanic: Could you please post your g++ version, I specificly stated that our system requires gcc 4.6.3+ as it uses C++11 features.
When will that link work for I can download your vm? :)
nvm, just edited the url a bit and got it to work :)
arakash
When i run the server and the game on the vm I start the game and goto start and then it doesnt clean up the title screen properly and flickers a lot
It however cleans up fine when the server isnt running so maby its the server and client on the same machine?
lpc@lpc-VirtualBox:~/Desktop/Alchemist Game$ java -version
java version "1.7.0_03"
OpenJDK Runtime Environment (IcedTea7 2.1.1pre) (7~u3-2.1.1~pre1-1ubuntu3)
OpenJDK 64-Bit Server VM (build 22.0-b10, mixed mode)
lpc@lpc-VirtualBox:~/Desktop/Alchemist Game$ uname -a
Linux lpc-VirtualBox 3.2.0-27-generic #43-Ubuntu SMP Fri Jul 6 14:25:57 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux
lpc@lpc-VirtualBox:~/Desktop/Alchemist Game$ java -jar AGame_Linux.jar
Sat Aug 04 12:58:59 PDT 2012 INFO:Slick Build #274
Sat Aug 04 12:58:59 PDT 2012 INFO:LWJGL Version: 2.8.3
Sat Aug 04 12:58:59 PDT 2012 INFO:OriginalDisplayMode: 1280 x 841 x 24 @60Hz
Sat Aug 04 12:58:59 PDT 2012 INFO:TargetDisplayMode: 1024 x 768 x 0 @0Hz
Sat Aug 04 12:59:00 PDT 2012 INFO:Starting display 1024x768
Sat Aug 04 12:59:00 PDT 2012 INFO:Use Java PNG Loader = true
Loading: net.java.games.input.LinuxEnvironmentPlugin
Failed to open device (/dev/input/event5): Failed to open device /dev/input/event5 (13)
Failed to open device (/dev/input/event4): Failed to open device /dev/input/event4 (13)
Failed to open device (/dev/input/event3): Failed to open device /dev/input/event3 (13)
Failed to open device (/dev/input/event2): Failed to open device /dev/input/event2 (13)
Failed to open device (/dev/input/event1): Failed to open device /dev/input/event1 (13)
Failed to open device (/dev/input/event0): Failed to open device /dev/input/event0 (13)
Linux plugin claims to have found 2 controllers
Sat Aug 04 12:59:00 PDT 2012 INFO:Found 1 controllers
Sat Aug 04 12:59:00 PDT 2012 INFO:0 : VirtualBox USB Tablet
adding Slime enemy
adding Bat enemy
adding Skeleton enemy
adding blackArmor enemy
adding maskman enemy
registering new Image: elementalScroll
registering new Image: elementIcons
registering new Image: gravestonesSmall
registering new Image: gravestonesMedium
registering new Image: gravestonesBig
registering new Image: goldenSword
registering new Image: mageWalking
registering new Image: mageDeath
registering new Image: maleSoldier
registering new Image: Astraea
registering new Image: princess
registering new Image: slimeEnemy
registering new Image: slimeDeath
registering new Image: skeletonEnemy
registering new Image: skeletonDeath
registering new Image: batEnemy
registering new Image: bee
registering new Image: blackArmorWalk
registering new Image: blackArmorDeath
registering new Image: maskman
registering new Image: magicTorrent
registering new Image: magicFireLion
registering new Image: magicTornado
registering new Image: magicFireTornado
registering new Image: magicEarthSpike
registering new Image: magicTripleEarthSpikes
registering new Image: magicIceSpike
registering new Image: magicTripleIceSpikes
registering new Image: magicFire
registering new Image: magicExplosion
registering new Image: magicAbsorb
Sat Aug 04 12:59:02 PDT 2012 INFO:Initialising sounds..
Sat Aug 04 12:59:02 PDT 2012 INFO:- Sound works
Sat Aug 04 12:59:02 PDT 2012 INFO:- 64 OpenAL source available
Sat Aug 04 12:59:02 PDT 2012 INFO:- Sounds source generated
Entering new State (getting new Root Pane!
trying to get root pane - good
creating root pane - good
Could not find theme: rootpane
Entering new State (getting new Root Pane!
trying to get root pane - good
creating root pane - good
set theme... rootpane
Entering new State (getting new Root Pane!
trying to get root pane - good
creating root pane - good
set theme... rootpane
Parameter "cellHeight" of type "Integer" not set for "myTheme.TextField"
Parameter "cellWidth" of type "Integer" not set for "myTheme.TextField"
Parameter "rowMajor" of type "Boolean" not set for "myTheme.TextField"
Parameter "fixedCellWidth" of type "Boolean" not set for "myTheme.TextField"
Parameter "fixedCellHeight" of type "Boolean" not set for "myTheme.TextField"
Parameter "minDisplayedRows" of type "Integer" not set for "myTheme.TextField"
Parameter "cellHeight" of type "Integer" not set for "myTheme.TextField"
Parameter "cellWidth" of type "Integer" not set for "myTheme.TextField"
Parameter "rowMajor" of type "Boolean" not set for "myTheme.TextField"
Parameter "fixedCellWidth" of type "Boolean" not set for "myTheme.TextField"
Parameter "fixedCellHeight" of type "Boolean" not set for "myTheme.TextField"
Parameter "minDisplayedRows" of type "Integer" not set for "myTheme.TextField"
Parameter "cellHeight" of type "Integer" not set for "myTheme.TextField"
Parameter "cellWidth" of type "Integer" not set for "myTheme.TextField"
Parameter "rowMajor" of type "Boolean" not set for "myTheme.TextField"
Parameter "fixedCellWidth" of type "Boolean" not set for "myTheme.TextField"
Parameter "fixedCellHeight" of type "Boolean" not set for "myTheme.TextField"
Parameter "minDisplayedRows" of type "Integer" not set for "myTheme.TextField"
00:00 INFO: Connecting: /127.0.0.1:54555/54777
00:00 INFO: [kryonet] Connection 1 connected: /127.0.0.1
sending hello Server
got welcome Client, my Id is 3
maptoload:level/testlevel1.tmx 3
mtl: level/testlevel1.tmx
added new Entity to EntityManager 0
added new Entity to EntityManager 1
added new Entity to EntityManager 7
added new Entity to EntityManager 11
added new Entity to EntityManager 2
added new Entity to EntityManager 4
added new Entity to EntityManager 5
added new Entity to EntityManager 6
added new Entity to EntityManager 8
added new Entity to EntityManager 9
added new Entity to EntityManager 10
added new Entity to EntityManager 15
added new Entity to EntityManager 19
added new Entity to EntityManager 12
added new Entity to EntityManager 13
added new Entity to EntityManager 14
added new Entity to EntityManager 16
added new Entity to EntityManager 17
added new Entity to EntityManager 18
added new Entity to EntityManager 23
added new Entity to EntityManager 27
added new Entity to EntityManager 20
added new Entity to EntityManager 21
added new Entity to EntityManager 22
added new Entity to EntityManager 24
added new Entity to EntityManager 25
added new Entity to EntityManager 26
added new Entity to EntityManager 31
added new Entity to EntityManager 28
added new Entity to EntityManager 29
added new Entity to EntityManager 30
13 Objekte in Gruppe
found new Object Group : SpawnPoint
found new Object Group : EnemySpawn
found new Object Group : NPCSpawn
found new Object Group : SafePoint
found new Object Group : ExcaliburSpawn
lpc@lpc-VirtualBox:~/Desktop/Alchemist Game$ java -jar GameServer_Lin.jar
adding Slime enemy
adding Bat enemy
adding Skeleton enemy
adding blackArmor enemy
adding maskman enemy
Sat Aug 04 15:13:52 PDT 2012 INFO:Slick Build #274
Sat Aug 04 15:13:52 PDT 2012 INFO:LWJGL Version: 2.8.3
Sat Aug 04 15:13:52 PDT 2012 INFO:OriginalDisplayMode: 1280 x 841 x 24 @60Hz
Sat Aug 04 15:13:52 PDT 2012 INFO:TargetDisplayMode: 640 x 480 x 0 @0Hz
Sat Aug 04 15:13:53 PDT 2012 INFO:Starting display 640x480
Sat Aug 04 15:13:53 PDT 2012 INFO:Use Java PNG Loader = true
Loading: net.java.games.input.LinuxEnvironmentPlugin
Failed to open device (/dev/input/event5): Failed to open device /dev/input/event5 (13)
Failed to open device (/dev/input/event4): Failed to open device /dev/input/event4 (13)
Failed to open device (/dev/input/event3): Failed to open device /dev/input/event3 (13)
Failed to open device (/dev/input/event2): Failed to open device /dev/input/event2 (13)
Failed to open device (/dev/input/event1): Failed to open device /dev/input/event1 (13)
Failed to open device (/dev/input/event0): Failed to open device /dev/input/event0 (13)
Linux plugin claims to have found 2 controllers
Sat Aug 04 15:13:53 PDT 2012 INFO:Found 1 controllers
Sat Aug 04 15:13:53 PDT 2012 INFO:0 : VirtualBox USB Tablet
00:00 INFO: [kryonet] Server opened.
13 Objekte in Gruppe
found new Object Group : SpawnPoint
found new Object Group : EnemySpawn
found new Object Group : NPCSpawn
found new Object Group : SafePoint
found new Object Group : ExcaliburSpawn
created new Entity
created new Entity
created new Entity
registering new Image: elementalScroll
registering new Image: elementIcons
registering new Image: gravestonesSmall
registering new Image: gravestonesMedium
registering new Image: gravestonesBig
registering new Image: goldenSword
registering new Image: mageWalking
registering new Image: mageDeath
registering new Image: maleSoldier
registering new Image: Astraea
registering new Image: princess
registering new Image: slimeEnemy
registering new Image: slimeDeath
registering new Image: skeletonEnemy
registering new Image: skeletonDeath
registering new Image: batEnemy
registering new Image: bee
registering new Image: blackArmorWalk
registering new Image: blackArmorDeath
registering new Image: maskman
registering new Image: magicTorrent
registering new Image: magicFireLion
registering new Image: magicTornado
registering new Image: magicFireTornado
registering new Image: magicEarthSpike
registering new Image: magicTripleEarthSpikes
registering new Image: magicIceSpike
registering new Image: magicTripleIceSpikes
registering new Image: magicFire
registering new Image: magicExplosion
registering new Image: magicAbsorb
Sat Aug 04 15:13:55 PDT 2012 INFO:Initialising sounds..
Sat Aug 04 15:13:55 PDT 2012 INFO:- Sound works
Sat Aug 04 15:13:55 PDT 2012 INFO:- 64 OpenAL source available
Sat Aug 04 15:13:55 PDT 2012 INFO:- Sounds source generated
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
Parasyte
Neverwell Moor = Works
I think maby i didnt wait long enough.
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
RainyMirror
Rainys Untitled Game = Works, VM HAS ISSUE RUN LOCALLY!
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
Baŝto
Archer Man = Broken, run with ruby not ./ README is wrong if you add require 'rubygems' it tries to run but http://codepad.org/hepg9Imm
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
rwhwilliam
lpc@lpc-VirtualBox:~/Desktop/Villages/build$ ls
CMakeCache.txt CMakeFiles cmake_install.cmake data linux Makefile windows
lpc@lpc-VirtualBox:~/Desktop/Villages/build$ make
[ 1%] Building CXX object CMakeFiles/Villages.dir/src/main.cpp.o
In file included from /home/lpc/Desktop/Villages/includes/sdl/SDL_config.h:42:0,
from /home/lpc/Desktop/Villages/includes/sdl/SDL_stdinc.h:30,
from /home/lpc/Desktop/Villages/includes/sdl/SDL_main.h:26,
from /home/lpc/Desktop/Villages/includes/sdl/SDL.h:30,
from /home/lpc/Desktop/Villages/src/main.cpp:4:
/home/lpc/Desktop/Villages/includes/sdl/SDL_config_minimal.h:38:22: error: conflicting declaration ‘typedef unsigned int size_t’
/usr/lib/gcc/x86_64-linux-gnu/4.6/include/stddef.h:212:23: error: ‘size_t’ has a previous declaration as ‘typedef long unsigned int size_t’
make[2]: *** [CMakeFiles/Villages.dir/src/main.cpp.o] Error 1
make[1]: *** [CMakeFiles/Villages.dir/all] Error 2
make: *** [all] Error 2
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
@botanic: may I ask why 64bits? it seems gcc version should be good enough, but we have no 64 bit support atm.
You're right, the README was wrong, and I apologize. It turns out you must have ruby 1.9+ installed, not 1.8 due to the new hash syntax involved. Upgrading to the 1.9 should also fix the rubygems requiring, as you don't need to do that in later versions.
I changed to the old syntax in my latest git push, though to fix it in the build i originally sent in, you will probably need to upgrade to ruby 1.9
This in reference to Archer Man not properly playing.
cemkalyoncu
What game is this in regards to?
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
CaptainJet
Archer Man = Works, run with ruby not ./ README is wrong
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
Ahhh, got it! I haven't tried it on a VM, but I would not be surprised if it takes a while to load the map in the titlescreen background. It's fairly large! That could also be a problem when exiting buildings, since it has to load the large map each time.
Thanks :)
@botanic: im sorry, its trouble in libreland
cemkalyoncu
The errors I am getting are: http://codepad.org/9KFsBX6c
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
@botanic: what shall we do? should we port it for 64bits? or may be will you consider installing another vm for 32bits?
The issue is not compilation actually, the error there is easy to fix. However, all the system assumes an int is 32bits and when reading from data files, it will surely crash.
For dungeon tactics I think the issue is windows style line endings, because I pbuilt the zip file on windows. you will need to convert Windows-style line endings (CR/LF) to Unix-style line-endings (LF) when you uncompress the package. To do this, give the "-a" option when you run the "unzip' command.
Or you can try to edit the configure file with vi editer ":%s/^M//g".
Or, you can build it using the kdevelop or code::blocks project files, as described in the readme. I have never actually built this engine from the comand line, as I prefer to use GUI IDEs. So I dont even know if it is possible...
Dungeon Tactics - Open Source SRPG
cemkalyoncu
Trouble in Libreland = Works
(Built it as 32 bit)
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
xhrit
Even with unix endlines it still gives errors:
make[2]: *** No rule to make target `.deps/xwindow.Po'. Stop.
=======
Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
zombielord:
To get the version with a usable ant build script(the first one has a missing line):
$ git clone git://github.com/talas/Zombie-Lord.git
$ cd Zombie-Lord
$ git checkout 27a55f00f9f2d7ee1e8c65e4d376d007e2e118c5
Then, to compile to a jar:
$ cd ZombieLord-desktop
$ mkdir bin && mkdir ../ZombieLord/bin
$ javac src/com/talas777/ZombieLord/Main.java -sourcepath src:../ZombieLord/src -d bin -classpath libs/*:../ZombieLord/libs/*
$ ant
To run the jar:
$ java -jar zombie-lord.jar
(or double click it, if your box is setup to handle that)
I tried running your Ubuntu vm, but it just sits on a black screen
is this a 64bit vm?
also, maybe this will help with villages:
sudo apt-get install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-ttf2.0-dev
In the game Farm Taken Over the folder italo-lpc/closure is empty. My mistake. This is the folder of a js library a used.
May I commit only the library or send it another way?
Since the lib has 30mb, I compacted it and uploaded in my server.
You can download it (4mb) and extract inside the empty folder italo-lpc/closure:
http://italonascimento.com/projetos/liberated-pixel-cup/closure.7z
[]'s
rwhwilliam
lpc@lpc-VirtualBox:~/Desktop/Villages/build$ make
[ 1%] Building CXX object CMakeFiles/Villages.dir/src/main.cpp.o
In file included from /home/lpc/Desktop/Villages/includes/sdl/SDL_config.h:42:0,
from /home/lpc/Desktop/Villages/includes/sdl/SDL_stdinc.h:30,
from /home/lpc/Desktop/Villages/includes/sdl/SDL_main.h:26,
from /home/lpc/Desktop/Villages/includes/sdl/SDL.h:30,
from /home/lpc/Desktop/Villages/src/main.cpp:4:
/home/lpc/Desktop/Villages/includes/sdl/SDL_config_minimal.h:38:22: error: conflicting declaration ‘typedef unsigned int size_t’
/usr/lib/gcc/x86_64-linux-gnu/4.6/include/stddef.h:212:23: error: ‘size_t’ has a previous declaration as ‘typedef long unsigned int size_t’
make[2]: *** [CMakeFiles/Villages.dir/src/main.cpp.o] Error 1
make[1]: *** [CMakeFiles/Villages.dir/all] Error 2
make: *** [all] Error 2
Also yes it is a 64 bit vm please see above. It will work on a 32 bit host os, however your pc must meet the system requirments for virtualbox. Also you may need to edit the settings of the vm.
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Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
italo
Farm Taken Over = Works
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Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
I think I fixed the problem botanic. Would it be possible for you to do a repull from my git repo?
https://github.com/rwhwilliam/LPC
I've made a few commits since I submitted, but they have only been to the cmake file and the text files (COPYING etc) that the LPC required (COPYING etc were in the zip file I submitted, but I had not commited them before to the repo) There have been no 'code' C++ etc changes.
the cmake changes are 1) it copies over the title.mp3 file to the build directory's data/music folder (title.mp3 is already there in the main data/music folder), and of course 2) hopefully *crosses fingers* fixes the build issues you were having. The changes I made for (2) let me build it on my copy of your vm at least.
if doing the above would be against the rules, I can either re-post with the new cmake file attached, or even outline the exact lines that need to be changed in the cmake file :)
okay, I was able to reprodce the error of Alchemist Game on the VM. Here is how i fixed it:
1. delete the /tmp/natives* Folders, they seem to get in the way of the librarys (and native libs) the game is packed with :/
2. start Server as normal with java -jar GameServer_Lin.jar and dont Minimize it! I don't know why, but for some reason the VM doesn't update minimized windows. (EDIT: ugh. Its the games fault, not the VMs. It is set to not update when not visible, my fault.)
3. start the Game with java -jar AGame_Linux.jar and proceed as normal.
The Game will flicker when it joins the game (for a few seconds), thats 'normal'. A good way to check if the Server is responding while ingame is to try to absorb a element (water/earth/lava). If the Server doesn't send you updates, you will hear no sound and no absorb animation will play.
Please let me know if that fixed the issue. If other Problems occur i will do my best to support fixing them.
P.S.: Please note, that while on a VM, the Performance of the game may vary (the game should stay at 60fps, but i noticed that it breaks down to 50s sometimes and feels somehow not as smooth). If possible it would be best to play it without a VM :/
PPS.: also dont start the game and the Server at the same time while on a VM, the game will not be able to load properly.
ZombieLord:
Note, if you just want to play the game, just get the latest version and follow the readme instruction!
Latest version is already much better (no autopilot in combat for instance)!
To get the submitted version (with broken ant script):
$ git clone git://github.com/talas/Zombie-Lord.git
$ cd Zombie-Lord
$ git checkout 0a2f7f063b625716037ecd5c787e9090edb73223
Then, to compile:
$ cd ZombieLord-desktop
$ mkdir bin
$ javac src/com/talas777/ZombieLord/Main.java -sourcepath src:../ZombieLord/src -d bin -classpath libs/*:../ZombieLord/libs/*
$ mv ../ZombieLord-android/assets/data .
To run the game:
$ java -cp bin:libs/*:../ZombieLord/libs/* com.talas777.ZombieLord.Main
Regarding Artificer's Quest: the Staff of Ivalder:
I have downloaded the VM and played through the binary for 64-bit Debian Stable successfully on it on normal mode. The performance was acceptable in most levels, but had considerable slowdowns in some. Apart from that, everything worked as it should. I delegated about 1.6 GB ram to the VM, and my CPU is an i5.
Is it a requirement that the source can be compiled on the VM, or are the binaries fine? The version of the game for the competition can not be compiled on Ubuntu 12.04 but only on Debian Stable, even though the binaries compiled on Debian Stable also work on Ubuntu 12.04.
forthevin
What is it that causes the code to not be possible to compile on ubuntu?
Do note that I got it to run...
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Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
One of the development tools I use is ENIGMA Development Environment (enigma-dev.org). It has its own scripting language, and that language supports calling C++ directly, among other things. As part of that, ENIGMA needs to parse C++. Its old parser cannot handle C++11, which is the reason it can handle Debian Stable but not Ubuntu 12.04. The new parser, which is being worked on and is becoming mature enough to use, is more robust and can handle C++11.
Re. song of blood:
The easiest way is to use eclipse's J2EE edition. Untar into an empty folder, and open that folder as an eclipse workspace.
Then set up a java server with the 'pennyblood-web' project (yes, we changed the name late in development, and I didn't have time to fix the names). To do this, you'll need to have a server already installed (I suggest Apache Tomcat 7); then create a new server runtime and publish the project to it (there's a tutorial video at http://www.youtube.com/watch?v=LdThrERsSsI that seems quite useful).
Once you have everything installed, start the run option 'Main'. When it stops printing messages, start Tomcat. Connect to http://localhost:8080/pennyblood-web with chromium or firefox, and you should see the log-in/register screen. Get a few people together, because some of the quests are quite tricky if you're on your own!
I should also comment here that I've had a bug report that adblock on chrome can cause some of the graphics to fail to load. If you see stuff obviously missing, try disabling adblock if you have it installed.
EDIT: I've started a new thread about running Song Of Blood here in which I've also provided a shell script that should help get stuff up and running, and which is much easier than messing around in eclipse.
were you able to get villages running from my change?
Wander
Yes, it does require glMlite, a decent binding of OpenGL for OCAML. It's also a free library, available under the MIT licence. Is that a problem? You can get source code from http://www.linux-nantes.org/~fmonnier/ocaml/GL/
The version I submitted does work, and has been tested on an i386 Debian testing system.
-- hendrik
rwhwilliam
I am not making any code or build changes yet, the people in charge need to make a decision on how they will handle that oficially before I will make any changes.
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Full Steam Ahead! o/ <-- little ascii fist in the air holding a debugging hammer.
WANDER: Bug found.
I've been informed of a bug in my game by someone who got it running. At approximately line 656 in file wander.ml, there is the line
Png_loader.load_img (Filename "/home/hendrik/dv/fun/wander/tiles.png")
containing the complete path to the file tiles.png in my development environment. It would probably work better for you as just
Png_loader.load_img (Filename "tiles.png")
assuming your current directory is the obvious one. I hope this doesn't invalidate my entry.
-- hendrik
-- hendrik
any news on if I can post my change? its just a few lines changed to the cmake file....
@Botanic:
Windows/Mac doesn't really care about LOWER and upper case ;) linux filesystems do so by default.
One solution would be to correct the cases or another solution would be to put that game in some mountpoint which doesn't care about cases.
The link is broken.
I tried downloading back when the link still worked, but it took very long. So I decided to abort and come back when the VM does not seem to change any more. Well...
http://opengameart.org/lpc-ubuntu.7z is the proper link.
Also: what's the password for the lpc user?
AKA paroneayea on freenode
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