Skip to main content

User login

What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password
Register
  • Home
  • Browse
    • 2D Art
    • 3D Art
    • Concept Art
    • Textures
    • Music
    • Sound Effects
    • Documents
    • Featured Tutorials
  • Submit Art
  • Collect
    • My Collections
    • Art Collections
  • Forums
  • FAQ
  • Leaderboards
    • All Time
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
    • Weekly
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
  • ❤ Donate
Liberated Pixel Cup

Help the judges build these games!

cwebber
Monday, December 3, 2012 - 10:02

Hiya all,

TL;DR: if your game is in this list, you have a week to help us get it running!  We'll be wrapping up judging *VERY SHORTLY*!

This post is way overdue... I know.  Anyway, I'm posting here a list of all games I've had trouble judging.  I'm a bit further ahead than BartK but I assume any game I've been able to get running I can help BartK get running also.  So here's all the games I've had trouble building.  If it helps to know, I've been working on a debian testing machine, and also testing with the VM.

Alchemist

I can't get this game to run it seems... does it work with openjdk, or just the proprietary sun libraries?  It has to run with all free software to qualify..

Blob mobs

Is there any way to get this thing running without having to do it without some sort of obscure IDE?  A short bash script to compile everything would be appreciated.

In addition, this game has licensing problems: the licensing is not marked.  Please see: http://lpc.opengameart.org/content/properly-licensing-your-liberated-pix...

... and create a new upload somewhere with that fix intact.

Blood moon

I couldn't find any clear compile instructions.  Again, a short bash script to compile this and get it running would be helpful.

Bright Flame Tactics

Case sensitive filenames means I'm having trouble getting this running.

Chickenpix

License problems!  See my Blob Mobs post.

In addition, I'm hitting:

IOError: [Errno 2] No such file or directory: 'K:/soft/Python27/lib/UserDict.py

I'm not running windows, and it seems weird to expect a K drive...  so... :\

Dunteon Tactics

It doesn't seem to want to use my system irrlicht.

I'm really overwhelmed when trying to compile this.  Is there a bash script that can set up all the linking for me with all the local libraries without me having to install a bunch of non-system-package libraries directly?  I'm very hesitant to do that.

GNU Versus Zombie Rotten Tomatoes

Running into this error when compiling the dependency splashouille:

: g++ -o obj/Sound.o -c src/Sound.cpp -g -W -Wall -ansi -DSDL_IMAGE=1 -Iinc -I/usr/include -I/usr/include/SDL
: g++ -o obj/Map.o -c src/Map.cpp -g -W -Wall -ansi -DSDL_IMAGE=1 -Iinc -I/usr/include -I/usr/include/SDL
: g++ -o libsplashouille.so obj/Engine.o obj/Object.o obj/Library.o obj/Event.o obj/Timeline.o obj/Crowd.o obj/Style.o obj/Fashion.o obj/Solid.o obj/Image.o obj/Animation.o obj/Sound.o obj/Map.o -shared -lSDL -lSDL_mixer -lSDL_image -lconfig++
: /usr/bin/ld: obj/Engine.o: relocation R_X86_64_32 against `.rodata' can not be used when making a shared object; recompile with -fPIC
: obj/Engine.o: could not read symbols: Bad value
: collect2: error: ld returned 1 exit status
: make: *** [libsplashouille.so] Error 1

Song of Blood

I tried following http://opengameart.org/forumtopic/for-anyone-trying-to-play-song-of-blood but..

tomcat *.29 no longer exists at the URL in the script; tried switching to .32, get this error:

Exception in thread "main" java.lang.UnsupportedClassVersionError: net/pennyblood/server/Main : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:634)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:277)
at java.net.URLClassLoader.access$000(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:212)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
Could not find the main class: net.pennyblood.server.Main. Program will exit.

Could be from using the free (non-sun) java stack? Not sure?

The Longest Road

File that comes with it says:

: =============
: The Road Ahead
: =============
:
: Top down rpg
:
: Building and running
: --------------------
:
: if you are on linux/mac you need to compile the native c code in jni first...
:
:
: after that its smooth sailing
:
: have fun!

I have no idea what this means.

Traps and Treasures

Hitting this error:

: [ 81%] Building CXX object external/GQE/clone/src/GQE/Core/CMakeFiles/gqe-core.dir/interfaces/IAssetHandler.cpp.o
: [ 81%] Building CXX object external/GQE/clone/src/GQE/Core/CMakeFiles/gqe-core.dir/interfaces/IEvent.cpp.o
: [ 82%] Building CXX object external/GQE/clone/src/GQE/Core/CMakeFiles/gqe-core.dir/interfaces/ILogger.cpp.o
: In file included from /home/cwebber/programs/lpc/TnT-full-src-v1.3/SFML/include/SFML/System.hpp:32:0,
: from /home/cwebber/programs/lpc/TnT-full-src-v1.3/SFML/include/SFML/Window.hpp:32,
: from /home/cwebber/programs/lpc/TnT-full-src-v1.3/GQE/include/GQE/Core/interfaces/IApp.hpp:30,
: from /home/cwebber/programs/lpc/TnT-full-src-v1.3/GQE/src/GQE/Core/interfaces/ILogger.cpp:16:
: /home/cwebber/programs/lpc/TnT-full-src-v1.3/SFML/include/SFML/Config.hpp:169:9: warning: ISO C++ 1998 does not support ‘long long’ [-Wlong-long]
: /home/cwebber/programs/lpc/TnT-full-src-v1.3/SFML/include/SFML/Config.hpp:170:9: warning: ISO C++ 1998 does not support ‘long long’ [-Wlong-long]
: In file included from /home/cwebber/programs/lpc/TnT-full-src-v1.3/GQE/include/GQE/Core/interfaces/ILogger.hpp:17:0,
: from /home/cwebber/programs/lpc/TnT-full-src-v1.3/GQE/src/GQE/Core/interfaces/ILogger.cpp:15:
: /home/cwebber/programs/lpc/TnT-full-src-v1.3/GQE/include/GQE/Core/loggers/onullstream: In instantiation of ‘std::basic_onullstream<cT, traits>::basic_onullstream() [with cT = char; traits = std::char_traits<char>]’:
: /home/cwebber/programs/lpc/TnT-full-src-v1.3/GQE/src/GQE/Core/interfaces/ILogger.cpp:23:29: required from here
: /home/cwebber/programs/lpc/TnT-full-src-v1.3/GQE/include/GQE/Core/loggers/onullstream:34:9: error: ‘init’ was not declared in this scope, and no declarations were found by argument-dependent lookup at the point of instantiation [-fpermissive]
: /home/cwebber/programs/lpc/TnT-full-src-v1.3/GQE/include/GQE/Core/loggers/onullstream:34:9: note: declarations in dependent base ‘std::basic_ios<char>’ are not found by unqualified lookup
: /home/cwebber/programs/lpc/TnT-full-src-v1.3/GQE/include/GQE/Core/loggers/onullstream:34:9: note: use ‘this->init’ instead
: make[2]: *** [external/GQE/clone/src/GQE/Core/CMakeFiles/gqe-core.dir/interfaces/ILogger.cpp.o] Error 1
: make[1]: *** [external/GQE/clone/src/GQE/Core/CMakeFiles/gqe-core.dir/all] Error 2
: make: *** [all] Error 2

Trouble In Libreland

It works in the VM but I wanted to get it to run locally.  However, I hit this error:

: cwebber@grumps:~/programs/lpc/Trouble in Libreland/Project$ make
: [ 0%] Building CXX object /home/cwebber/programs/lpc/Trouble in Libreland/GGE/CMakeFiles/GGE.dir/Engine/GGEMain.cpp.o
: In file included from /usr/include/c++/4.7/bits/basic_string.h:3032:0,
: from /usr/include/c++/4.7/string:54,
: from /usr/include/c++/4.7/stdexcept:40,
: from /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/../Utils/Any.h:30,
: from /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/GGEMain.h:5,
: from /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/GGEMain.cpp:1:
: /usr/include/c++/4.7/bits/functional_hash.h: In instantiation of ‘struct std::hash<gge::utils::empty_event_params>’:
: /usr/include/c++/4.7/bits/unordered_map.h:262:11: required from ‘class std::unordered_map<gge::utils::empty_event_params, int, std::hash<gge::utils::empty_event_params>, std::equal_to<gge::utils::empty_event_params>, std::allocator<std::pair<const gge::utils::empty_event_params, int> > >’
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/../Utils/ConsumableEvent.h:567:33: required from ‘class gge::utils::ConsumableEvent<>’
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/VideoClip.h:64:27: required from here
: /usr/include/c++/4.7/bits/functional_hash.h:60:7: error: static assertion failed: std::hash is not specialized for this type
: In file included from /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/../Utils/EventChain.h:42:0,
: from /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/GGEMain.h:6,
: from /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/GGEMain.cpp:1:
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/../Utils/Collection.h: In instantiation of ‘void gge::utils::Collection<T_, growth>::Destroy() [with T_ = gge::utils::prvt::eventchain::EventHandler<gge::animation::source_param, gge::animation::Controller>; int growth = 5]’:
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/../Utils/EventChain.h:820:4: required from ‘gge::utils::EventChain<O_, P_>::~EventChain() [with O_ = gge::animation::Controller; P_ = gge::animation::source_param]’
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/Animation.h:60:8: required from here
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/../Utils/Collection.h:824:6: warning: deleting object of abstract class type ‘gge::utils::prvt::eventchain::EventHandler<gge::animation::source_param, gge::animation::Controller>’ which has non-virtual destructor will cause undefined behaviour [-Wdelete-non-virtual-dtor]
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/../Utils/Collection.h: In instantiation of ‘void gge::utils::Collection<T_, growth>::Destroy() [with T_ = gge::utils::prvt::eventchain::EventHandler<gge::utils::empty_event_params, gge::GGEMain>; int growth = 5]’:
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/../Utils/EventChain.h:820:4: required from ‘gge::utils::EventChain<O_, P_>::~EventChain() [with O_ = gge::GGEMain; P_ = gge::utils::empty_event_params]’
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/GGEMain.cpp:31:32: required from here
: /home/cwebber/programs/lpc/Trouble in Libreland/GGE/Engine/../Utils/Collection.h:824:6: warning: deleting object of abstract class type ‘gge::utils::prvt::eventchain::EventHandler<gge::utils::empty_event_params, gge::GGEMain>’ which has non-virtual destructor will cause undefined behaviour [-Wdelete-non-virtual-dtor]
: make[2]: *** [/home/cwebber/programs/lpc/Trouble in Libreland/GGE/CMakeFiles/GGE.dir/Engine/GGEMain.cpp.o] Error 1
: make[1]: *** [/home/cwebber/programs/lpc/Trouble in Libreland/GGE/CMakeFiles/GGE.dir/all] Error 2

Villages

: cwebber@earlgrey:~/programs/lpc/Villages$ cmake .
: -- The C compiler identification is GNU 4.7.2
: -- The CXX compiler identification is GNU 4.7.2
: -- Check for working C compiler: /usr/bin/gcc
: -- Check for working C compiler: /usr/bin/gcc -- works
: -- Detecting C compiler ABI info
: -- Detecting C compiler ABI info - done
: -- Check for working CXX compiler: /usr/bin/c++
: -- Check for working CXX compiler: /usr/bin/c++ -- works
: -- Detecting CXX compiler ABI info
: -- Detecting CXX compiler ABI info - done
: -- Looking for include file pthread.h
: -- Looking for include file pthread.h - found
: -- Looking for pthread_create
: -- Looking for pthread_create - not found.
: -- Looking for pthread_create in pthreads
: -- Looking for pthread_create in pthreads - not found
: -- Looking for pthread_create in pthread
: -- Looking for pthread_create in pthread - found
: -- Found Threads: TRUE
: -- Found SDL: /usr/lib/x86_64-linux-gnu/libSDLmain.a;/usr/lib/x86_64-linux-gnu/libSDL.so;-lpthread
: -- Found SDLIMAGE: /usr/lib/x86_64-linux-gnu/libSDL_image.so
: -- Found SDLTTF: /usr/lib/x86_64-linux-gnu/libSDL_ttf.so
: -- Found SDLMIXER: /usr/lib/x86_64-linux-gnu/libSDL_mixer.so
: -- Configuring done
: -- Generating done
: -- Build files have been written to: /home/cwebber/programs/lpc/Villages
: cwebber@earlgrey:~/programs/lpc/Villages$ make
: Scanning dependencies of target Villages
: [ 1%] Building CXX object CMakeFiles/Villages.dir/src/main.cpp.o
: In file included from /home/cwebber/programs/lpc/Villages/includes/sdl/SDL_config.h:42:0,
: from /home/cwebber/programs/lpc/Villages/includes/sdl/SDL_stdinc.h:30,
: from /home/cwebber/programs/lpc/Villages/includes/sdl/SDL_main.h:26,
: from /home/cwebber/programs/lpc/Villages/includes/sdl/SDL.h:30,
: from /home/cwebber/programs/lpc/Villages/src/main.cpp:4:
: /home/cwebber/programs/lpc/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/cwebber/programs/lpc/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

Wander

Finally got glMLite installed, then ran into the problems:

: cwebber@earlgrey:~/programs/lpc/wander-lpc$ make
: ocaml -I +glMLite GL.cma Glu.cma Glut.cma jpeg_loader.cma png_loader.cma svg_loader.cma genimg_loader.cma wander.ml
: File "wander.ml", line 1, characters 0-1:
: Error: Reference to undefined global `Unix'
: make: *** [runwander] Error 2

Related to this?

http://lists.canonical.org/pipermail/kragen-tol/2007-February/000847.html

No idea where to go from here :\

=====================================================

That's it!  Any help building the above is appreciated.

I'll be making a relevant blogpost shortly.

  • Log in or register to post comments
gr3yh47
joined 10 years 11 months ago
Monday, December 3, 2012 - 10:27

BFT with fixed filenames

 

http://www.gamefront.com/files/22703885/Bright+Flame+Tactics.rar

  • Log in or register to post comments
cemkalyoncu
joined 11 years 2 days ago
Monday, December 3, 2012 - 10:55
cemkalyoncu's picture

For Trouble In Libreland: do you need a solution for that? Notice the required gcc version in the description. I am sure that you can easily install two different versions of gcc side by side. Also, binaries have minimum amount of dependencies and should work when compiled on a different machine.

  • Log in or register to post comments
CruzR
joined 12 years 1 month ago
Monday, December 3, 2012 - 17:04
CruzR's picture

Hi,

I've written a build script for The Longest Road. All you need to do is to drop these two shell skripts in the game directory and execute

./buildjar.sh <java_include_path>

,where <java_include_path> is the path of the java include directory is on your system (that's /usr/lib/jvm/java-6-openjdk/include for me). Then you can execute

./startgame.sh

to start the game.

  • Log in or register to post comments
xhrit
joined 10 years 9 months ago
Tuesday, December 4, 2012 - 00:49
xhrit's picture

Dungeon tactics is using a modded verison of irrlicht 1.7. It was included in the source package.

 

I am not exactly sure what you mean about a bash script that can set up all the linking...

Dungeon Tactics - Open Source SRPG

  • Log in or register to post comments
xhrit
joined 10 years 9 months ago
Tuesday, December 4, 2012 - 00:49
xhrit's picture

.....

Dungeon Tactics - Open Source SRPG

  • Log in or register to post comments
Johann C
joined 11 years 2 months ago
Tuesday, December 4, 2012 - 02:53

GNU versus Zombie rotten tomatoes.

I didn't know that the game would be compiled in 64bits. I have never used this kind of architecture so I can't say if it will work. Anyway, as the error log says, I guess you could add -fPIC in the CFLAGS line of the makefile.

But, I really don't know if it will work. 

 

  • Log in or register to post comments
CruzR
joined 12 years 1 month ago
Tuesday, December 4, 2012 - 04:53
CruzR's picture

Here's a build script for Blob Mobs. This time, just copy both scripts to the directory and run them.

  • Log in or register to post comments
arakash
joined 10 years 9 months ago
Tuesday, December 4, 2012 - 06:38

Hi, I'm the creator of the Alchemist Game. I tested my game to run under openjdk, that shouldn't be a Problem.

Do you test the game on a virtual Machine like in the 'Game build result' Thread? If so, then could you look in the answer i wrote there? The Problem is practically that the vm already has their own lwjgl native librarys which are in the /tmp/natives folder.

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.

 

If deleting the native Librarys is not a option, i can try to make some 'export $' magic happen. If the Problem lies elsewhere, please let me know what behaviour you're experiencing and i will try my very best to locate the error.

  • Log in or register to post comments
CruzR
joined 12 years 1 month ago
Tuesday, December 4, 2012 - 14:07
CruzR's picture

And yet another build script! This time it's for Blood Moon. Same procedure as last time.

  • Log in or register to post comments
CruzR
joined 12 years 1 month ago
Tuesday, December 4, 2012 - 15:22
CruzR's picture

As for Villages, I didn't run into any problems compiling it. But anyway, here's a patch that removes the local SDL include directories from the CMakeLists.txt and uses the system-wide include directory instead. This means you'll need development packages for a couple of SDL libraries, but I think you'll figure out the correct ones by yourself. To apply the patch, copy it into the game's directory and run:

patch -u CMakeLists.txt villages.patch

I hope that resolves the build issues you're having with Villages.

  • Log in or register to post comments
slowfrog
joined 10 years 9 months ago
Wednesday, December 5, 2012 - 00:03
slowfrog's picture

Hi, I'm from the Chickenpix team and looking into the problems you raised.

I'm currently adding all the required license and copying information, but if we could at least solve the build and runtime problems in the meantime, that would be great.

On Linux, the build instructions (which I am adding in the README file) should be to simply run:

$ make

to make both the SFML and ClanLib versions of the game. Alternatively, if you want just one, you could run respectively

$ make smain

or

$ make clmain

Running the program should be done from the chickenpix directory (for resource access) with:

$ ./smain  # for the SFML version

or

$ ./clmain   # for the ClanLib version

We tested on a Debian distribution with ClanLib 2.3, SFML 1.6, Python 2.7. There is no reason running the program on Linux should reach for the K:\ drive.

Or maybe you ran the "make_pylib.py" script (which would be understandable, since we did not provide build instructions, sorry) and it built a Python library with hardcoded K:\ path. Hopefully, on Linux, you don't need to run that script. We used it on Windows to provide a self-contained project, without requiring people to install Python itself.

Just tell me if you still have problems running or building Chickenpix, while I'm adding copyright headers to all source files.

 

  • Log in or register to post comments
slowfrog
joined 10 years 9 months ago
Wednesday, December 5, 2012 - 00:45
slowfrog's picture

Hi again.

Here is a package with licenses added, copying information, proper attribution for sources and assets and copyright headers added to all our own source files. Also the README.md file has been improved to include build and run information.

https://github.com/downloads/slowfrog/chickenpix/chickenpix_src.tar.bz2

Otherwise, I just noticed someone talking about 64bit. What I can say is that my development platform was a Debian 32bit running in VirtualBox. We never tested on a real 64bit Linux machine, I'm afraid. Is that a blocker?

  • Log in or register to post comments
slowfrog
joined 10 years 9 months ago
Thursday, December 6, 2012 - 00:02
slowfrog's picture

Any progress since yesterday?

Anything else needed?

  • Log in or register to post comments
cwebber
joined 11 years 10 months ago
Thursday, December 6, 2012 - 08:23

Hey all,

Thanks for your responses.  ETA on my next run-through and updating of this thread is tomorrow.

AKA paroneayea on freenode

  • Log in or register to post comments
xhrit
joined 10 years 9 months ago
Friday, December 7, 2012 - 22:48
xhrit's picture

So I managed to get Dungeon Tactics running on Debian without installing any non standard libs. I fixed the makefile so you dont have to build it through an IDE, then created an automated build script, and lastly I packaged all the dependencies that you cant get from synaptic together in a single archive. You can download it now on the official website, at dungeon-tactics.com/files/xenos-1.2-src.zip

 Follow the install instructions included in the archive. You can use Synaptic to install most of the deps, don't forget to install the development packages as well the libs. Once you do that, you should just be able to run ./build.sh to compile the rest of the deps and the main app.

Dungeon Tactics - Open Source SRPG

  • Log in or register to post comments
cwebber
joined 11 years 10 months ago
Friday, December 7, 2012 - 13:52

xhrit: WAY AWESOME.

I'm a bit behind but I'm now about to churn through all the advice I've gotten on running these games.  Thanks all.  Will post my updates shortly.

AKA paroneayea on freenode

  • Log in or register to post comments
cwebber
joined 11 years 10 months ago
Friday, December 7, 2012 - 20:33

Okay, I got Chickenpix built.  On Debian testing, change the Makefile so that the pkg-config lines with python have python-2.7 explicitly instead of python.  I didn't get clanlib to compile, but `make sfml` compiled just fine. :)

AKA paroneayea on freenode

  • Log in or register to post comments
cwebber
joined 11 years 10 months ago
Friday, December 7, 2012 - 21:03

gr3yh47: I downloaded that .rar file... I don't see any code in it?  just config files and images...

AKA paroneayea on freenode

  • Log in or register to post comments
slowfrog
joined 10 years 9 months ago
Saturday, December 8, 2012 - 04:49
slowfrog's picture

Nice. Glad to read that. Now you will be able to appreciate the whole depth of the game ;)

  • Log in or register to post comments
arakash
joined 10 years 9 months ago
Sunday, December 9, 2012 - 03:49

Hi again (creator of alchemist game here).

I just tested my game with command line compiling and running under openjdk.

If you want to compile it in the console, copy the contents of bin/ to the root directory (one level up) and use this to compile (there could exist better solutions, but this one works at last):

javac -classpath lib/*:kryonet-1.04/kryonet/lib/*:kryonet-1.04/*:. -d . src/TWLSlick/*.java src/arakash/lpc/base/*.java src/arakash/lpc/components/*.java src/arakash/lpc/entity/*.java src/arakash/lpc/Map/*.java src/arakash/lpc/network/client/*.java src/arakash/lpc/network/server/*.java src/arakash/lpc/network/shared/*.java -d .

to run the Game (under Linux):

java -classpath lib/*:kryonet-1.04/kryonet/lib/*:kryonet-1.04/*:. -Djava.library.path=lib/ arakash/lpc/base/MyGame

to run the Server:

java -classpath lib/*:kryonet-1.04/kryonet/lib/*:kryonet-1.04/*:. -Djava.library.path=lib/ arakash/lpc/network/server/GameServer

I noticed that under openjdk a "bad file descriptor" can occur when i try to start the server. In that case I can start the game first and the server next without the issue. I submitted a 'fix' to my repository; but as it is hard for me to recreate this error I'm not 100% sure it will fix it for good.

 (https://www.assembla.com/code/alchemist-game/git/nodes)

If you could post the console Log and a description of the Problem I could investigate more in the issue.

  • Log in or register to post comments
gr3yh47
joined 10 years 11 months ago
Monday, December 17, 2012 - 04:52

oi. looks like filefront stripped the other files out, weak

 

try this:

http://temp-share.com/show/2gFHjuJo8

  • Log in or register to post comments
tannerman
joined 10 years 2 months ago
Sunday, January 27, 2013 - 21:26

I think this contest lost its validity a long time ago. Its ridiculous how much time this is taking.

  • Log in or register to post comments
forthevin
joined 10 years 9 months ago
Monday, January 28, 2013 - 03:21

As Bart has mentioned in the "Brief (informal) announcement about judging dates", there has been many problems and issues, such as an unexpected number of game entries, difficulty building games, judges dropping out, etc.

  • Log in or register to post comments