time-killer-games
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Reply #15 Posted on: October 27, 2013, 03:13:03 pm |
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"Guest"
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Blender is a royal pain for creating precise / linear models. At least for me. I like sketch up better personally but I can't afford to buy pro for commercial use so in the meantime I'm tolerating blender
PS sculptris is perfect for natural, organic shaped models. The high polygon count can be an issue when loading the models into enigma, but it's nothing blender's decimate modifier can't solve.
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Goombert
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Reply #20 Posted on: December 04, 2013, 05:27:28 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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The game compiles, but the window comes up for only a frame and I get the message "Game returned 0". Any suggestions? Yes, finish the Unix Mac/Linux ini extension The Windows version works perfectly since it just uses the Windows API from windows.h, DaSpirit wrote the Linux ini functions and they probably aren't quite finished. Also, thanks you guys for the nice comments. And yes it is confirmed working in all 3 graphics systems on Windows as of the latest repository.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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polygone
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Reply #22 Posted on: December 10, 2013, 12:46:22 am |
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Location: England Joined: Mar 2009
Posts: 794
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Still a few bugs to iron out in DirectX, and it isn't running very fast for some reason? It's working nice in GL1 though (after I remove water object due to surfaces). The collisions seem a little buggy though fro some reason? If you try jumping on one of the platforms with coins on it's buggy not the same as in GM.
As for the the game it would be neat to develop it further, iron out the bugs in the engine and make the controls smooth.
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« Last Edit: December 10, 2013, 12:57:30 am by polygone »
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I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
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Goombert
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Reply #23 Posted on: January 10, 2014, 04:32:13 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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I have now fixed the random crash in the ENIGMA version, the issue was my code causing an out of bounds on a data structure list. The ENIGMA version now works exactly the same as the GM version without crashing, better performance and much less memory usage. You can redownload from the link in the original post.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #28 Posted on: June 02, 2014, 09:53:34 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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Fervi, it is unlikely to build for Linux right now because there are no working INI functions for XLIB yet.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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sorlok_reaves
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Reply #29 Posted on: June 13, 2014, 07:52:21 pm |
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Joined: Dec 2013
Posts: 260
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I was able to get Project Mario to build and run on Linux with the Ini Extension. There's a few problems with it though: 1) Some random bugs. I'll file a pull request with my fixes. 2) Textures (or more likely polygons?) loading improperly: 3) Filename case sensitivity issues. I've edited the project file to fix these: https://drive.google.com/file/d/0B1P7NepPcOslQXZHMEVkZVBtb0E/editBasically, here are the things I changed: //Replace all backslashes with forward slashes in path names in the following files/objects: ./Objects/obj_map.obj:d3d_model_load(model, working_directory + "\maps\koopafalls\map_mod.d3d"); ./Objects/obj_map.obj:texture = background_get_texture(background_add(working_directory + "\maps\koopafalls\texture.png", 0, 0)); ./Objects/obj_map.obj:fname = working_directory + "\maps\koopafalls\map_col.d3d"; ./Objects/obj_gamestate.obj: path = working_directory + "\screenshots"; ./Objects/obj_gamestate.obj: path += "\"; ./Objects/obj_gamestate.obj: file = file_text_open_read(working_directory + "\maps\koopafalls\objects.dat"); ./Objects/obj_tree.obj: sound = sound_add(working_directory + "\Audio\Ambience\bird1.wav", 0, 1); ./Objects/obj_waterfall.obj:file = file_text_open_read(working_directory + "\maps\koopafalls\waterfall.d3d"); ./Objects/obj_water.obj://surface_save(texturesurface, working_directory + "\test.png");
//Rename *.WAV to *.wav for the following files: ./ProjectMario/audio/ambience/bird1.WAV ./ProjectMario/audio/ambience/bird2.WAV ./ProjectMario/audio/ambience/bird3.WAV ./ProjectMario/audio/boing.WAV ./ProjectMario/audio/boo.WAV ./ProjectMario/audio/bowser/bowser_die.WAV ./ProjectMario/audio/bowser/bowser_fire.WAV ./ProjectMario/audio/bowser/bowser_grab.WAV ./ProjectMario/audio/bowser/bowser_inhale.WAV ./ProjectMario/audio/bowser/bowser_something.WAV ./ProjectMario/audio/bowser/bowser_step.WAV ./ProjectMario/audio/boxbreak.WAV ./ProjectMario/audio/bubble.WAV ./ProjectMario/audio/cannon1.WAV ./ProjectMario/audio/cannon2.WAV ./ProjectMario/audio/cannon3.WAV ./ProjectMario/audio/cannon_fire.WAV ./ProjectMario/audio/chomp.WAV ./ProjectMario/audio/crank.WAV ./ProjectMario/audio/movement/crawl.WAV ./ProjectMario/audio/ambience/cricket.WAV ./ProjectMario/audio/door_close.WAV ./ProjectMario/audio/door_metal.WAV ./ProjectMario/audio/door_open.WAV ./ProjectMario/audio/door_wood.WAV ./ProjectMario/audio/enter_painting.WAV ./ProjectMario/audio/explosion.WAV ./ProjectMario/audio/fuse_lite.WAV ./ProjectMario/audio/fuse_loop.WAV ./ProjectMario/audio/gunshot.WAV ./ProjectMario/audio/invalid.WAV ./ProjectMario/audio/lakitucam.WAV ./ProjectMario/audio/laser.WAV ./ProjectMario/audio/mario/mario_boing.WAV ./ProjectMario/audio/mario/mario_cough.WAV ./ProjectMario/audio/mario/mario_die.WAV ./ProjectMario/audio/mario/mario_doh.WAV ./ProjectMario/audio/mario/sleeping/mario_dream.WAV ./ProjectMario/audio/mario/mario_drown.WAV ./ProjectMario/audio/mario/mario_fire.WAV ./ProjectMario/audio/mario/mario_gameover.WAV ./ProjectMario/audio/mario/mario_haha.WAV ./ProjectMario/audio/mario/mario_hello.WAV ./ProjectMario/audio/mario/mario_herewego.WAV ./ProjectMario/audio/mario/mario_hoo.WAV ./ProjectMario/audio/mario/sleeping/mario_imtired.WAV ./ProjectMario/audio/mario/mario_itsme.WAV ./ProjectMario/audio/mario/mario_letsgo.WAV ./ProjectMario/audio/mario/mario_lift.WAV ./ProjectMario/audio/mario/mario_lowonhealth.WAV ./ProjectMario/audio/mario/mario_mamamia.WAV ./ProjectMario/audio/mario/mario_okiedokie.WAV ./ProjectMario/audio/mario/mario_oof.WAV ./ProjectMario/audio/mario/mario_pain.WAV ./ProjectMario/audio/mario/mario_presstart.WAV ./ProjectMario/audio/mario/mario_pullup.WAV ./ProjectMario/audio/mario/mario_scream.WAV ./ProjectMario/audio/mario/sleeping/mario_snore1.WAV ./ProjectMario/audio/mario/sleeping/mario_snore2.WAV ./ProjectMario/audio/mario/mario_solongbowser.WAV ./ProjectMario/audio/mario/mario_theend.WAV ./ProjectMario/audio/mario/mario_ugh.WAV ./ProjectMario/audio/mario/mario_ungh.WAV ./ProjectMario/audio/mario/movement/mario_wa.WAV ./ProjectMario/audio/mario/movement/mario_waha.WAV ./ProjectMario/audio/mario/mario_whoa.WAV ./ProjectMario/audio/mario/movement/mario_woo.WAV ./ProjectMario/audio/mario/movement/mario_woohoo.WAV ./ProjectMario/audio/mario/mario_ya.WAV ./ProjectMario/audio/mario/mario_yah.WAV ./ProjectMario/audio/mario/mario_yahh.WAV ./ProjectMario/audio/mario/movement/mario_yahoo.WAV ./ProjectMario/audio/mario/sleeping/mario_yawn.WAV ./ProjectMario/audio/mario/movement/mario_yippee.WAV ./ProjectMario/audio/mips-hop.WAV ./ProjectMario/audio/monkey1.WAV ./ProjectMario/audio/peach/peach1.WAV ./ProjectMario/audio/peach/peach2.WAV ./ProjectMario/audio/peach/peach3.WAV ./ProjectMario/audio/peach/peach4.WAV ./ProjectMario/audio/peach/peach5.WAV ./ProjectMario/audio/peach/peach6.WAV ./ProjectMario/audio/peach/peach7.WAV ./ProjectMario/audio/peach/peach8.WAV ./ProjectMario/audio/peach/peach9.WAV ./ProjectMario/audio/penguin.WAV ./ProjectMario/audio/pokeoutofsand.WAV ./ProjectMario/audio/movement/slide/slide1.WAV ./ProjectMario/audio/movement/slide/slide2.WAV ./ProjectMario/audio/movement/slide/slide3.WAV ./ProjectMario/audio/movement/slide/slide4.WAV ./ProjectMario/audio/movement/slide/slide5.WAV ./ProjectMario/audio/movement/slide/slide6.WAV ./ProjectMario/audio/movement/slide/slide7.WAV ./ProjectMario/audio/movement/splash.WAV ./ProjectMario/audio/movement/step_floor.WAV ./ProjectMario/audio/movement/step_grass.WAV ./ProjectMario/audio/movement/step_longgrass.WAV ./ProjectMario/audio/movement/step_metalcap.WAV ./ProjectMario/audio/movement/step_wetwood.WAV ./ProjectMario/audio/movement/swim_above.WAV ./ProjectMario/audio/movement/swim_below.WAV ./ProjectMario/audio/thwomp.WAV ./ProjectMario/audio/timer.WAV ./ProjectMario/audio/tinyzap.WAV ./ProjectMario/audio/vulturewound.WAV ./ProjectMario/audio/warp1.WAV ./ProjectMario/audio/warp2.WAV ./ProjectMario/audio/water.WAV ./ProjectMario/audio/ambience/waterfall.WAV ./ProjectMario/audio/ambience/waterfall2.WAV ./ProjectMario/audio/ambience/wind.WAV I've only tested this with the Open GL 1.1 backend at the moment.
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