CireCG, instead of going to google code I'll recommend github . It is easy and should make it easier for other people to collaborate with you if they are interested in your work.
I tried the above. While I didn't get the 35 maps I did get one map and was able to fire the green crystal wand (I suppose that is what it is).
Looking forward to your updates . Btw I would recommend you to use a repo. rather than just giving a .tar.gz . That would make it easier both for you and others to track what is being changed and the diffs are also smaller.
Just having number of downloads would not be a good criteria. Just having number of downloads does not guarantee that it will be good. If I were a judging person I would say some 'good' guidelines are :-
a. Have a repo. :- People who make games and have a repo. going should be awarded. (say +5 points) rather than those who just dump a .tar.gz file somewhere.
b. Have a sane make system - If the game uses .configure,cmake,qmake,make or any of half-dozen easily available compilation tools (+5 points) for that. Maybe couple of points if your game is able to use a slightly older version of whatever build system you are using (so that more people can compile)
c. Have a readme and have all dependencies :- We all know that the GNU/Linux world is based on dependencies. If you have a readme which lists all the dependencies that should also attract (+5 points).
d. Does the game run (the more games are able to run/execute) on more systems (+5 points) to the developer.
e. Using common libraries :- The more common the libraries you use (which means the more a library is used/packaged in more platforms) it should be given more points.
f. Some basic QA :- If the developer does some basic QA (no memory leakage etc.) they should be given (+5) points.
So in short, the thing I guess is that our judges were lenient on all above. If they had made mandatory to follow the above guidelines it's possible more games would have been more easily built ( or at least that's my opinion/understanding etc.) than what u see today.
What could be done in the future is also to involve the users (i.e. we) to rate on the above. This should result in added incentive for the developers to take more care and can be a good influencer for games that at least get built and run. It might take a bit more code for Bart to enable this but once this is done, the above could be done transparently so that there is no vote-stacking or anything like that.
Now just having a game built and run is half the game, the rest would be about game mechanics, atmosphere, immersion and maybe another half-a-dozen factors which I haven't gone into and which is/would perhaps be matter of taste etc.
I know it's easier to say that this would have been easier but then it would require bart and other devs. of OGA to contribute both time and code as well as bit of QA to see if it's feasible and renders well.
The good point is if something like above gets done, this could be also used for all and any future games (without the contest) and should give devs. at least some feedback they can understand.
Till l8er.
@Bart and other devs. of the site, waiting for what u think of the above idea. I know it could be argued (at least for e. that it would kill innovation) but then that I guess would apply for everything as well.
Thanx. When I try to kill the bat or the one-eye monster I get this :-
$ love . Error: luascripts/Bat.lua:196: attempt to call method 'show' (a nil value) stack traceback: luascripts/Bat.lua:196: in function 'mousepressed' main.lua:147: in function 'mousepressed' [string "boot.lua"]:164: in function '?' [string "boot.lua"]:396: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
$ love . Error: luascripts/Eyeball.lua:206: attempt to call method 'show' (a nil value) stack traceback: luascripts/Eyeball.lua:206: in function 'mousepressed' main.lua:147: in function 'mousepressed' [string "boot.lua"]:164: in function '?' [string "boot.lua"]:396: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
~/games/brandon-adventure$ love . Error: Syntax error: itemscripts/HealthPotion.lua:35: function arguments expected near '+'
stack traceback: [C]: ? [C]: in function 'require' luascripts/Gui_inventoryScreen.lua:2: in main chunk [C]: in function 'require' main.lua:11: in main chunk [C]: in function 'require' [string "boot.lua"]:331: in function <[string "boot.lua"]:227> [C]: in function 'xpcall'
I actually upgraded love to the latest in debian (sid)
$ apt-show-versions -a love love 0.8.0-3 install ok installed love 0.5.0-2 stable ftp.debian.org love 0.8.0-1+deb7u1 wheezy ftp.debian.org love 0.8.0-3 unstable ftp.debian.org No experimental version love/unstable uptodate 0.8.0-3
I gitted again and came across this now (not even starting) :-
$ love . Error: Syntax error: itemscripts/HealthPotion.lua:35: function arguments expected near '+'
stack traceback: [C]: ? [C]: in function 'require' luascripts/Gui_inventoryScreen.lua:2: in main chunk [C]: in function 'require' main.lua:11: in main chunk [C]: in function 'require' [string "boot.lua"]:331: in function <[string "boot.lua"]:227> [C]: in function 'xpcall'
just saw your changes which you made some couple of hrs. ago.
Author: Jason Morse <xxxx@xxxx.com> Date: Thu Feb 7 11:23:50 2013 -0500
Forgot to commit
Just removed the email id so spammers can't spam :)
I do see it's going to take quite some time for the game to take shape.
~/games/brandon-adventure$ love . Error: luascripts/Bat.lua:193: attempt to call method 'show' (a nil value) stack traceback: luascripts/Bat.lua:193: in function 'mousepressed' main.lua:147: in function 'mousepressed' [string "boot.lua"]:164: in function '?' [string "boot.lua"]:396: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
nice, I was able to see the red bottles and the red exclamation marks.
CireCG, instead of going to google code I'll recommend github . It is easy and should make it easier for other people to collaborate with you if they are interested in your work.
@CireCG
I tried the above. While I didn't get the 35 maps I did get one map and was able to fire the green crystal wand (I suppose that is what it is).
Looking forward to your updates . Btw I would recommend you to use a repo. rather than just giving a .tar.gz . That would make it easier both for you and others to track what is being changed and the diffs are also smaller.
Just a suggestion.
umm... couldn't get it working :(
~/games/zdoom/release$ ./zdoom -file 13zd-rgr.wad
ZDoom v2.6.999 - SVN revision 4140 - SDL version
Compiled on Feb 18 2013
Using video driver x11
M_LoadDefaults: Load system defaults.
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
adding /home/shirish/games/zdoom/release/zdoom.pk3, 559 lumps
adding ./hexen.wad, 417 lumps
adding 13zd-rgr.wad, 562 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Pentium(R) Dual-Core CPU E5400 @ 2.70GHz
Family 6, Model 23, Stepping 10
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright � Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
KScript warning, "" line 0:
KIcon 'ARTIPSBG' for 'Caltrops Flechette' not found
R_Init: Init Hexen refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
Unknown flat X_005
Unknown flat X_001
Unknown flat X_009
Unknown flat F_033
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Resolution: 640 x 480
Music "HEXEN" not found
'THINGS' not found in MAP01
J]
J]quit
I do get the Blasphemer screen and the menu but don't know why it puts everything in 640x480. I don't see how to change that.
Disclaimer: Just a user not a judge :)
@ bluelightzero
Just having number of downloads would not be a good criteria. Just having number of downloads does not guarantee that it will be good. If I were a judging person I would say some 'good' guidelines are :-
a. Have a repo. :- People who make games and have a repo. going should be awarded. (say +5 points) rather than those who just dump a .tar.gz file somewhere.
b. Have a sane make system - If the game uses .configure,cmake,qmake,make or any of half-dozen easily available compilation tools (+5 points) for that. Maybe couple of points if your game is able to use a slightly older version of whatever build system you are using (so that more people can compile)
c. Have a readme and have all dependencies :- We all know that the GNU/Linux world is based on dependencies. If you have a readme which lists all the dependencies that should also attract (+5 points).
d. Does the game run (the more games are able to run/execute) on more systems (+5 points) to the developer.
e. Using common libraries :- The more common the libraries you use (which means the more a library is used/packaged in more platforms) it should be given more points.
f. Some basic QA :- If the developer does some basic QA (no memory leakage etc.) they should be given (+5) points.
So in short, the thing I guess is that our judges were lenient on all above. If they had made mandatory to follow the above guidelines it's possible more games would have been more easily built ( or at least that's my opinion/understanding etc.) than what u see today.
What could be done in the future is also to involve the users (i.e. we) to rate on the above. This should result in added incentive for the developers to take more care and can be a good influencer for games that at least get built and run. It might take a bit more code for Bart to enable this but once this is done, the above could be done transparently so that there is no vote-stacking or anything like that.
Now just having a game built and run is half the game, the rest would be about game mechanics, atmosphere, immersion and maybe another half-a-dozen factors which I haven't gone into and which is/would perhaps be matter of taste etc.
I know it's easier to say that this would have been easier but then it would require bart and other devs. of OGA to contribute both time and code as well as bit of QA to see if it's feasible and renders well.
The good point is if something like above gets done, this could be also used for all and any future games (without the contest) and should give devs. at least some feedback they can understand.
Till l8er.
@Bart and other devs. of the site, waiting for what u think of the above idea. I know it could be argued (at least for e. that it would kill innovation) but then that I guess would apply for everything as well.
CireCG, could you be more elaborative. I do remember using some .wad files to play with freedoom. Something like this :-
http://pc-freak.net/blog/doom-1-doom-2-doom-3-game-wad-files-for-downloa...
Any help on telling what is to be done to see stuff would be nice, either in a PM or here itself.
Thanx. When I try to kill the bat or the one-eye monster I get this :-
$ love .
Error: luascripts/Bat.lua:196: attempt to call method 'show' (a nil value)
stack traceback:
luascripts/Bat.lua:196: in function 'mousepressed'
main.lua:147: in function 'mousepressed'
[string "boot.lua"]:164: in function '?'
[string "boot.lua"]:396: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'
$ love .
Error: luascripts/Eyeball.lua:206: attempt to call method 'show' (a nil value)
stack traceback:
luascripts/Eyeball.lua:206: in function 'mousepressed'
main.lua:147: in function 'mousepressed'
[string "boot.lua"]:164: in function '?'
[string "boot.lua"]:396: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'
sorry no windows box atm
I gitted again and got this :-
~/games/brandon-adventure$ love .
Error: Syntax error: itemscripts/HealthPotion.lua:35: function arguments expected near '+'
stack traceback:
[C]: ?
[C]: in function 'require'
luascripts/Gui_inventoryScreen.lua:2: in main chunk
[C]: in function 'require'
main.lua:11: in main chunk
[C]: in function 'require'
[string "boot.lua"]:331: in function <[string "boot.lua"]:227>
[C]: in function 'xpcall'
This is with latest git master -
commit 5de57b5c350d1afe0110fafcd8cd6e0a5c203732
Author: xxxxx
Date: Fri Feb 8 13:51:09 2013 -0500
Code cleanup and commenting
I actually upgraded love to the latest in debian (sid)
$ apt-show-versions -a love
love 0.8.0-3 install ok installed
love 0.5.0-2 stable ftp.debian.org
love 0.8.0-1+deb7u1 wheezy ftp.debian.org
love 0.8.0-3 unstable ftp.debian.org
No experimental version
love/unstable uptodate 0.8.0-3
Yup on Debian 64-bit wheezy ,
I gitted again and came across this now (not even starting) :-
$ love .
Error: Syntax error: itemscripts/HealthPotion.lua:35: function arguments expected near '+'
stack traceback:
[C]: ?
[C]: in function 'require'
luascripts/Gui_inventoryScreen.lua:2: in main chunk
[C]: in function 'require'
main.lua:11: in main chunk
[C]: in function 'require'
[string "boot.lua"]:331: in function <[string "boot.lua"]:227>
[C]: in function 'xpcall'
just saw your changes which you made some couple of hrs. ago.
Author: Jason Morse <xxxx@xxxx.com>
Date: Thu Feb 7 11:23:50 2013 -0500
Forgot to commit
Just removed the email id so spammers can't spam :)
I do see it's going to take quite some time for the game to take shape.
~/games/brandon-adventure$ love .
Error: luascripts/Bat.lua:193: attempt to call method 'show' (a nil value)
stack traceback:
luascripts/Bat.lua:193: in function 'mousepressed'
main.lua:147: in function 'mousepressed'
[string "boot.lua"]:164: in function '?'
[string "boot.lua"]:396: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'
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