The tutorial that Hendrik gave a link is also available there now.
About the png loader, the README explains in detail which lib to install for each image file format, and also explains that you should install the -devel package which contains the C headers.
The makefile of hendrik was indeed missing the unix module, it is required because hendrik initialises the random generator with functions from the unix module (Unix.gmtime and Unix.time).
It is not possible to use Random.self_init () wrongly because there are no parameters to provide. It is supposed to work as expected, and if not, it is a bug. It was known to be buggy on MacOS in the past if I'm not mistaken, but this is surprising that this is buggy on a debian variant (what hendrik is using).
I was happy to find this demo from Hendrik because there are not a lot of public things using my ocaml bindings. I only know a scientific project Zelus https://zelus.di.ens.fr/ and this demo from Hendrik, that's all. So thank you Hendrik! It was a nice gift!
I don't have Windows anymore since 2 months (I made my laptop with Windows fall).
My desktop computer only has Linux, and your game doesn't work with Wine.
When I have Windows again, I'll try your game, it looks good!
> I had to install ImageMagick-devel and librsvg-devel to compile those pieces of glMLite.
If you only need the png loader, you don't need to compile the other loaders.
It is explained in detail in the README:
https://github.com/fccm/glMLite
I'm the author of the lib that this post talks about, glMLite, I'm just posting to say that the address changed:
http://decapode314.free.fr/ocaml/GL/
The tutorial that Hendrik gave a link is also available there now.
About the png loader, the README explains in detail which lib to install for each image file format, and also explains that you should install the -devel package which contains the C headers.
The makefile of hendrik was indeed missing the unix module, it is required because hendrik initialises the random generator with functions from the unix module (Unix.gmtime and Unix.time).
It is not possible to use Random.self_init () wrongly because there are no parameters to provide. It is supposed to work as expected, and if not, it is a bug. It was known to be buggy on MacOS in the past if I'm not mistaken, but this is surprising that this is buggy on a debian variant (what hendrik is using).
I was happy to find this demo from Hendrik because there are not a lot of public things using my ocaml bindings. I only know a scientific project Zelus https://zelus.di.ens.fr/ and this demo from Hendrik, that's all. So thank you Hendrik! It was a nice gift!
Hi Ivan,
I made a mini-demo with these butterflies:
https://gitlab.com/deca4/butterflies-demo
Thanks for this nice file!
I cropped the ships and bullet tiles, and made xml/s-expr files that provide the positions and dimensions of the tiles (usable with SDL2).
https://opengameart.org/content/valgrind-sprites
I made a mini-shmup to test these sprites with SDL2:
https://github.com/fccm/ocaml-shmup-ds
(This is probably ridiculous compared to your game, Commander, but still I'm having fun playing with it!)
# download it all with:
for i in `seq 30` 5a 12a
do
wget https://opengameart.org/sites/default/files/supership$i.png
done
> don't forget to play that game in comment.
I don't have Windows anymore since 2 months (I made my laptop with Windows fall).
My desktop computer only has Linux, and your game doesn't work with Wine.
When I have Windows again, I'll try your game, it looks good!
Hi Commander,
There are already a lot of downloads in only few days! :)
Seems like some people will be happy to use your sprites with SDL2.
I made a second archive with some space-ships from your other packs.
Made a version to be used with SDL2:
https://opengameart.org/content/deep-space-ships-bmp
Hi, very nice work!
Thanks for sharing :)
There is an issue though with sprites 1, 7 and 11:
- several ships are overlapping, which makes it not really possible to be used.
Do you still have the sources to be able to fix this?
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