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Messages - HamishTPB

#16
No - desktop linux is my main system on most of my PCs.

I will try what spacefractal said to see if it works.
#17
The result:
Code (glbasic) Select
paul@CodeBear:~/GLBasic/Linux/XPlatTest1$ ldd xplattest1.linux
        linux-gate.so.1 =>  (0xb7770000)
        libGL.so.1 => /usr/lib/nvidia-304-updates/libGL.so.1 (0xb766a000)
        libSDL_mixer-1.2.so.0 => /usr/lib/i386-linux-gnu/libSDL_mixer-1.2.so.0 (0xb7618000)
        libSDL-1.2.so.0 => /usr/lib/i386-linux-gnu/libSDL-1.2.so.0 (0xb757f000)
        libm.so.6 => /lib/i386-linux-gnu/libm.so.6 (0xb7539000)
        libc.so.6 => /lib/i386-linux-gnu/libc.so.6 (0xb738a000)
        libdl.so.2 => /lib/i386-linux-gnu/libdl.so.2 (0xb7385000)
        libpthread.so.0 => /lib/i386-linux-gnu/libpthread.so.0 (0xb7369000)
        libnvidia-tls.so.304.117 => /usr/lib/nvidia-304-updates/tls/libnvidia-tls.so.304.117 (0xb7364000)
        libnvidia-glcore.so.304.117 => /usr/lib/nvidia-304-updates/libnvidia-glcore.so.304.117 (0xb565e000)
        libX11.so.6 => /usr/lib/i386-linux-gnu/libX11.so.6 (0xb552a000)
        libXext.so.6 => /usr/lib/i386-linux-gnu/libXext.so.6 (0xb5517000)
        libmikmod.so.2 => /usr/lib/i386-linux-gnu/libmikmod.so.2 (0xb54d6000)
        libfluidsynth.so.1 => /usr/lib/i386-linux-gnu/libfluidsynth.so.1 (0xb5400000)
        libvorbisfile.so.3 => /usr/lib/i386-linux-gnu/libvorbisfile.so.3 (0xb53f6000)
        libFLAC.so.8 => /usr/lib/i386-linux-gnu/libFLAC.so.8 (0xb53c2000)
        libmad.so.0 => /usr/lib/i386-linux-gnu/libmad.so.0 (0xb53aa000)
        libasound.so.2 => /usr/lib/i386-linux-gnu/libasound.so.2 (0xb52b4000)
        libpulse-simple.so.0 => /usr/lib/i386-linux-gnu/libpulse-simple.so.0 (0xb52ae000)
        libpulse.so.0 => /usr/lib/i386-linux-gnu/libpulse.so.0 (0xb525f000)
        libcaca.so.0 => /usr/lib/i386-linux-gnu/libcaca.so.0 (0xb5193000)
        /lib/ld-linux.so.2 (0xb7771000)
        libxcb.so.1 => /usr/lib/i386-linux-gnu/libxcb.so.1 (0xb5171000)
        libglib-2.0.so.0 => /lib/i386-linux-gnu/libglib-2.0.so.0 (0xb5065000)
        libjack.so.0 => /usr/lib/i386-linux-gnu/libjack.so.0 (0xb5012000)
        libsndfile.so.1 => /usr/lib/i386-linux-gnu/libsndfile.so.1 (0xb4fa0000)
        libdbus-1.so.3 => /lib/i386-linux-gnu/libdbus-1.so.3 (0xb4f55000)
        libreadline.so.6 => /lib/i386-linux-gnu/libreadline.so.6 (0xb4f17000)
        libvorbis.so.0 => /usr/lib/i386-linux-gnu/libvorbis.so.0 (0xb4eeb000)
        libogg.so.0 => /usr/lib/i386-linux-gnu/libogg.so.0 (0xb4ee1000)
        librt.so.1 => /lib/i386-linux-gnu/librt.so.1 (0xb4ed8000)
        libpulsecommon-4.0.so => /usr/lib/i386-linux-gnu/pulseaudio/libpulsecommon-4.0.so (0xb4e69000)
        libjson-c.so.2 => /lib/i386-linux-gnu/libjson-c.so.2 (0xb4e5e000)
        libslang.so.2 => /lib/i386-linux-gnu/libslang.so.2 (0xb4d2e000)
        libncursesw.so.5 => /lib/i386-linux-gnu/libncursesw.so.5 (0xb4cf7000)
        libtinfo.so.5 => /lib/i386-linux-gnu/libtinfo.so.5 (0xb4cd5000)
        libz.so.1 => /lib/i386-linux-gnu/libz.so.1 (0xb4cbb000)
        libXau.so.6 => /usr/lib/i386-linux-gnu/libXau.so.6 (0xb4cb7000)
        libXdmcp.so.6 => /usr/lib/i386-linux-gnu/libXdmcp.so.6 (0xb4caf000)
        libpcre.so.3 => /lib/i386-linux-gnu/libpcre.so.3 (0xb4c71000)
        libstdc++.so.6 => /usr/lib/i386-linux-gnu/libstdc++.so.6 (0xb4b88000)
        libgcc_s.so.1 => /lib/i386-linux-gnu/libgcc_s.so.1 (0xb4b6b000)
        libvorbisenc.so.2 => /usr/lib/i386-linux-gnu/libvorbisenc.so.2 (0xb49f3000)
        libwrap.so.0 => /lib/i386-linux-gnu/libwrap.so.0 (0xb49e8000)
        libasyncns.so.0 => /usr/lib/i386-linux-gnu/libasyncns.so.0 (0xb49e1000)
        libnsl.so.1 => /lib/i386-linux-gnu/libnsl.so.1 (0xb49c8000)
        libresolv.so.2 => /lib/i386-linux-gnu/libresolv.so.2 (0xb49b0000)


Does this offer any clues?

Thank you.
#18
I did a search but I can't see an up-to-date mention of running GLB compiled apps on Linux. I am fairly sure I have every SDL lib under the sun installed on my Kubuntu 14.04 system but I get the old SDL error messages:
Code (glbasic) Select

Can't init SDL.no input method could be opened
timer
rbow
rbow init
VSync unsupported on old SDL versions (before 1.2.10).
SDL_init video
SDL_GetVideoInfo = 2560x1024 @ 32 bpp. Screen 640x480
Requested SDL_OPENGL = 2
Requested double buffer
set up SDL for OpenGL mode
Setting video mode: 640x480x24 fl=2
SetVideoMode failed: Couldn't find matching GLX visual
INIT: Unable to create BPP -> trying 16.
Couldn't set GL mode: Couldn't find matching GLX visual
Segmentation fault (core dumped)


Am I missing something? I have installed everything mentioned in the manual and that I could see mentioned in these forums.  :giveup:

Edit: I am primarily compiling for GP2X (which is fine - presumably because the libs are the same as they have been for ages now) at the moment but I will need some desktop running ability in the future.
#19
As far as I can tell the only problem with it is compiling for platforms other than win because of the error I mentioned. I am more than happy with the IDE itself but if I can't compile from it without having to have a win machine or virtual machine then it is a pita.  :puke:
#20
It is worth pointing out that my reason for wanting to make a Xenomorph / Dungeon Master style game is to create a native GP2X/Wiz/Caanoo/Pandora game, not to compete with something like Grimrock in the mainstream. It is likely that I will make a build for Android and Linux desktop as well since I use those but the main drive is to make a handheld RPG.

Edit: And the reason for thinking along the lines of creating not just a game but an engine is the hope that other people will give me something to play as well :D
#21
Running the IDE under wine would be fine if the multi-platform compile would work. Did any Linux user ever get past the "Removed deprecated platform" message and get it to compile?

EDIT: I did see someone mention using code weavers crossover but I don't have that and I believe it costs €£$
#22
Off Topic / Re: Design Tools
2014-May-20
Sometimes planning seems to be a chore that gets in the way of creativity but it can also help in some cases. I suppose it depends how your brain is wired and how disciplined you are. I am a victim of feature-creep when programming so having a plan to achieve to get to v1.0 gives me some degree of discipline.  :whip:

When I did formal software engineer training (so many, many years ago!  >:D ) there were actual classes just about design and planning with no computers anywhere near them.  O_O

It would seem that the real answer is to do/use what works for you individually (as is often the case) but I was curious as to how others dealt with planning and if they used any tools.

Thank you all for your input  :good:
#23
 :doubt: I am a bit scared of 3D, pathetic I know! :-) But I imagine I can get my head around it if I give it a go and it would certainly make a better look to try what you suggest.

The more I think about the interface the more I come to the realisation that a more modern approach would be to have a HUD rather than a flick screen approach, pop-up inventory/spells/tech menus etc.

My brain is getting tired from thinking about this all day long :)
#24
Another idea of the sort of view (but not necessarily the gameplay) I have in mind would be Xybots (Atari Lynx and others).

Edit: The reason I am talking about these games is that I have virtually no 3D experience so I am thinking of a sprite based engine but perhaps 3D is not too scary?
#25
Oh yeah - I remember seeing that Aliens game on a friends C64 (I was a Spectrum / Atari 8-bit person).  :good:
#26
Yeah the entire GP2X line is 320x240 so the Wiz and Caanoo are the same.

My idea is also along the rogue-like idea with movement based on "squares" of movement to simplify a few things in the engine.

Actually the view area I mentioned doesn't need to be so limited on the hand-helds since there is no need for on-screen controls just information about stamina, current weapons etc. and the areas I thought about for movement controls would only be needed on the android version where there is more space anyway. Movement and most controls would be with the hardware controls on the GP2X/Wiz/Caanoo/Pandora. Working this out as I go along (lots of scribbles in my pad and terrible gimp artwork).

I need to spend €30 with Evil Dragon to get a new board for my bricked Caanoo and I am desperate to get an Open Pandora but money is tight at the moment. There is one at a decent price on eBay at the moment and I have no money :puke:
#27
Following from that other thread: (Thanks to Ian for moving it)  :good:

I have spent a bit of time today trying to work out some dimensions. Since I am mainly interested in running my engine on hand-helds (GP2X up to Pandora) I have been wondering what size the play area should be, I think my graphical needs would be a lot less than some of the other ideas around the forum. I expect a "wall tile" would be about 100px square at one unit distance from the player and the sprite for a humanoid would be around 30px by 90px at one unit distance. So the view window would be around 200x160 pixels I think. That would leave room on one side and the bottom for info and icons. Need to charge some batteries to try some graphics on the GP2X screen (why didn't they make the DC socket bigger!?) but this looks about right roughed up on my monitor.
#28
 :happy: I remember loving VR on the Speccy, I will be giving this a try very soon  =D

Ah - no Linux build? :'(
#29
Off Topic / Re: Design Tools
2014-May-18
The scale I am thinking of is much smaller than that, self-contained environments like space bases, dungeons etc for now. Outdoor environments start presenting their own challenges to create - having said that I had also thought about something akin to Lords of Midnight/Doomdark's revenge as I was working this idea over.
This has gone quite far off topic now, sorry - perhaps a kind admin could move it? :)
#30
Off Topic / Re: Remake
2014-May-18
Thanks Erico.

Edit: The problem with some of these posts is that they link you into nostalgia land and end up being time-sinks :D