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TIGSource ForumsCommunityDevLogsMoonQuest
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Pixelulsar
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« Reply #1360 on: January 30, 2013, 02:10:29 PM »

@pixelulsar thx for testing it! in the real game there will only ever be a few entities on screen at a time, and probably a max of like 20. moreover, the computer will be able to spawn them so they don't overlap like that.

When I said there were bugs with U and Y keys, I mean spiders.
It was a joke, I know that was just for testing.
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eigenbom
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« Reply #1361 on: January 30, 2013, 02:27:59 PM »

oh right, sorry, it's early.. Tongue
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kleiba
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« Reply #1362 on: January 30, 2013, 04:37:32 PM »

Spiders aren't true bugs anyway... :p

[...] rest assured that moonman will be released on both pc and mac, so you'll get to play it someday. : )

May I safely assume that PC != Windows? Remember, Linux is the gaming platform of the future! ;-)
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Thecoolestnerdguy
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« Reply #1363 on: January 31, 2013, 01:03:41 AM »


I know it's not optimal, but be rest assured that moonman will be released on both pc and mac, so you'll get to play it someday. : )
 

I hope so... (just to note: play on Windows is not a option for me  No No NO)

May I safely assume that PC != Windows? Remember, Linux is the gaming platform of the future! ;-)

Yes,  PC !== Crappyndows, please remember that. If I had a powerful enough machine, I could run nearly any game on Wine, so, specially for me, Linux is the gaming platform of the future.  Wink
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nikki
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« Reply #1364 on: January 31, 2013, 02:04:41 AM »

please guys, I love a bit of gnu-ing myself, but give the guy a rest.
Seen that changelog ?

That's actual game that's getting done.
I am sure there would be less of it had the developer been continously busy in linux and osx and win, just to keep a marginal amount of people happy during development.

I'd say keep it in for now and be happy when it's there.


speaking of happy: that's some nice stuff.


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Thecoolestnerdguy
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« Reply #1365 on: January 31, 2013, 02:44:33 AM »

please guys, I love a bit of gnu-ing myself, but give the guy a rest.
Seen that changelog ?

That's actual game that's getting done.
I am sure there would be less of it had the developer been continously busy in linux and osx and win, just to keep a marginal amount of people happy during development.

I'd say keep it in for now and be happy when it's there.


speaking of happy: that's some nice stuff.




Yeah, you're probably right...  Concerned
I thought that porting a c++ game would be easy as just compiling it again, so porting MM wouldn't be a problem, but, according to Ben seems, like it isn't.
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kleiba
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« Reply #1366 on: January 31, 2013, 03:54:29 AM »

@nikki: your point is valid, but please note that I originally just asked a small clarification question, namely whether by "PC" eigenbom actually means "Windows". I didn't demand a Linux version of "moonman" or anything like that, I was just getting my hopes a bit up since eigenbom didn't say "Windows" specifically, but "PC" instead.
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eigenbom
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« Reply #1367 on: January 31, 2013, 12:12:26 PM »

Woah there's been some discussion on the grapevine. Smiley

Moonman will be available for Windows, Mac, and Linux. The details of the linux version are to be sorted out, it's been years since I've had a linux box and I've got to do some research on the best way to build and distribute it. I've coded the game in such a way that I just need to compile it for each platform and only need a few adjustments.

As @nikki says, I believe that the osx and linux users are marginal, so my focus is to build it as well as I can for windows, and then every so often bring the mac and linux versions up to date. I also develop on windows, so that's the other reason it's a focus for me. However, I am very appreciative of you guys being on my back about this, as it means that I can test and build for the other platforms earlier than I otherwise would have.

And fwiw I meant Windows when I said PC. Haven't you seen those ads, I'm a Mac, I'm a PC... I don't think the chubby guy is representing linux ... Wink
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Thecoolestnerdguy
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« Reply #1368 on: January 31, 2013, 01:16:17 PM »

And fwiw I meant Windows when I said PC. Haven't you seen those ads, I'm a Mac, I'm a PC... I don't think the chubby guy is representing linux ... Wink


Haha, yeah but pc definitely !== Windows, ok? But that chubby guy definetely is Windows...


Oh, and, if it wouldn't bother you, a Dreamcast port would be cool  Well, hello there! ! And FreeBSD port, maybe?  Shrug
Also, apple DOS too. Oh, how could I forget ios, and android!  Facepalm
A very popular one : AIX/370, because you never know when people want to play your game on a Ibm mainframe.
Solaris too, a good choice, lots of people play games on it.   Hand Joystick Who, Me? Hand Any Key
Chrome OS port would be very nice too!
JavaOs port too, even it's kinda legacy now.
And a Ouya port because, since the Kickstarter, every indie game needs to be on Ouya...
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eigenbom
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« Reply #1369 on: January 31, 2013, 08:22:51 PM »

Update: I built the Mac version. Not sure if it will work, as I haven't figured out the libfreetype thing yet. But best of luck.

moonman-osx-0.3.zip

moonman-osx-0.3a.zip

Also, here's the readme..

Moonman
by BenP
-------
http://moonman.io

Hi, welcome to the beta version of moonman. This version is heavily under development and contains a lot of missing features and random bugs. enjoy! Wink

controls
--------
ASD,arrows: move
space: jump
down+space: jump down
left-click: mine (the hammer can only mine "wall" blocks in the background)
right-click: place block if holding a block
1,2,3,...,9,0: select item from hotbar
i: open inventory
escape: open menu
alt+enter: toggle fullscreen
~: toggle console

debug controls
--------------
f1: toggle profiler
f2: edit mode
f3: spawn all the blocks and super pickaxe
U/Y: spawn spiders
K: kill everything
P: yay particles!
middle-click or (left-click+left-alt): make water

in edit mode
------------
choose block from palette on top of screen
left-click: place
right-click: select block under cursor
wasd/arrows: move camera

have errors?
------------
If moonman.exe doesn't work, then you may need to download and run vcredist_x86.exe (available at http://moonman.io/files/vcredist_x86.exe). This will install the microsoft support libraries.

If moonman doesn't run, try enabling the legacy graphics settings on startup.

Please post log.txt to http://forums.tigsource.com/index.php?topic=21997, along with any system information (graphics chip, cpu, OS), and I'll try to resolve it! Your help is much appreciated. Smiley
« Last Edit: February 01, 2013, 02:07:01 PM by eigenbom » Logged

Eigen
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« Reply #1370 on: February 01, 2013, 12:37:12 AM »

Nope, not working.

Here's what you should do. Works with my game.

Actualy looking at the crash report I see it's looking for the framework file in the correct folder but the file just isn't there. If you link against it, make sure to also copy it to the Frameworks folder during build.
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eigenbom
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« Reply #1371 on: February 01, 2013, 12:54:12 AM »

Hmm but why does it work on my comp tho..? Thx eigen, I'll take a look soon
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Eigen
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« Reply #1372 on: February 01, 2013, 12:58:13 AM »

You probably have the file in one those folders where OS X looks for them by default. Just like Windows first looks for DLL files in the application folder and then somewhere in System32 or where-ever.
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Thecoolestnerdguy
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« Reply #1373 on: February 01, 2013, 06:30:46 AM »

It didn't work with me on mac os. Same as Eigen. It gives me a huge error message, but I think that's what matter:

Code:

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  Library not loaded: @executable_path/../Frameworks/freetype.framework/Versions/A/freetype
  Referenced from: /User/Desktop/moonman-osx-0.3.app/Contents/Frameworks/sfml-graphics.framework/Versions/2.0.0/sfml-graphics
  Reason: image not found


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eigenbom
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« Reply #1374 on: February 01, 2013, 02:06:33 PM »

Thanks guys. Can you try this build? http://moonman.io/files/moonman-osx-0.3a.zip

@eigen: That issue has been "solved" in the latest SFML code, I just hadn't updated my post-build script to match the new template, which copies the framework over.

Hopefully it works now! :-3
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McSpider
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« Reply #1375 on: February 02, 2013, 02:14:09 PM »

Works nicely on my 2012 Mac Book Pro running Mountain Lion.
Played around with it a bit and I really like the water simulation. Hand Thumbs Up Left Drained most of the water to the bottom of the map.
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eigenbom
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« Reply #1376 on: February 02, 2013, 02:53:42 PM »

Thx for testing, glad it worked! Smiley
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Pineapple
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« Reply #1377 on: February 02, 2013, 03:41:16 PM »

this is so much awesome
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Thecoolestnerdguy
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« Reply #1378 on: February 04, 2013, 07:15:45 AM »

Having lots o' fun with 0.3 osx.
I still having the same problem I had in 0.2 : the framerate is very unstable. But it never drops below 50 in normal mode and 25 in fancy.

Oh, also, can you put a list of commands for us, please?

I have to note something, the lighting is completely broken for me. When I turn it on, everything turns black.
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eigenbom
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« Reply #1379 on: February 04, 2013, 01:48:47 PM »

Oh right, what are the specs of your machine? About This Mac -> More Info

I put the commands in the same post as the link to the original osx download.

Sorry to hear that lighting doesn't work, boh! But actually I'm considering not using it now, but instead having a fog of war with some simpler lighting effects.



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