Oh, sorry to hear that. I was able to reproduce that problem on my MacOS emulator, I’ll try to fix it (but it may take a while since I don’t have Apple hardware).
Andrew
Creator of
Recent community posts
I’ve been polishing the movement and collision detection issues for this game quite a lot, but apparently there’s still at least one bug — the target position for mobs to reach the player should be calculated with regard to the full path length, and not the Euclidean distance like it is now.
Thank you for your feedback!
That’d happen when one uses the old version of cl-liballegro-nuklear from the main Quicklisp. Please make sure you’ve successfully run
(ql-dist:install-dist "http://dist.luckylambda.technology/releases/lucky-lambda.txt")
followed by
(ql:update-all-dists)
(just in case)
Thanks for the info! Thing is my AppImage contains libzstd
that lacks the ZSTD_compressStream2
, which your system’s libelf
requires. You might try running the appimage with --appimage-extract
cmdline argument, then running
rm squashfs-root/usr/lib/libzstd*
to drop that faulty libzstd
and then just running
squashfs-root/AppRun
Sorry for the trouble!
Thank you!
Judging by the log and liballegro code, it would appear that your video card is just not capable enough. Allegro requires the following list of things: OpenGL rendering, RGBA colors, double buffering, stereo buffers (whatever those are), auxiliary color buffers, depth buffer, stencil buffer, and accumulation buffer.
I’m sorry it doesn’t work for you 😔
Okay, could you please run this build and after it shows error message, post the file /tmp/allegro.log
from your system? Thanks!
It also could be something wrong with my AppImage setup. Could you please run the following commands and post their output?
nm -D /lib64/libelf.so.1 | grep ZSTD_compressStream
and
find / -type f -name libzstd.so.1 -exec sh -c "echo {}; nm -D {} | grep ZSTD_compressStream" \;
Also could you please name your Linux distribution and its version? I can just set it up in Virtualbox and try and fix things from there.