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Max Oakland

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A member registered Mar 10, 2018 · View creator page →

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That tells me you should make it easier. The dev is the BEST at a game unless someone goes crazy after it's released. If it's too hard for you, it's too hard for other people. At least that's how I see it when I make games

The GBStudio project won't open on my computer using the latest beta of GBStudio 4.2.0. It doesn't give an error or anything

Great graphics and music. Add some sounds and effects, some other environments, and a few different enemies and you'd have a full game!

Very stylish graphics but I couldn't take the frustration

Love the graphics on this one. The trees look especially stylish

This is hilarious but also fun and clever

I'm a big fan of the pixel art

The graphics look amazing

Is this compatible with 4.2? I know it has its own events that somewhat replicate this, but yours seems to have better performance

Yea me too!

That would be cool! Any ideas for a game you want to make or some  characters you'd like to put in a game?

So stylish!

That might be the issue. MacOS Terminal defaults to Zshell, not bash. I wonder if there's a way I can change that. Do you think that could be the problem?

I'll go through the process again and see if the updates you've made help

I'm not running it from /Users/max/Library. It's expecting to find the files there for some reason. That's why when I place the repo files into /Users/max/Library it works slightly better. But then it hits the other bug I mentioned about it thinking it's on Linux.

Hopefully your friend can offer some debugging help and insight

 

I originally tried to build it out of a  clean folder but I got the error 

"Could not find 'Cargo.toml' in '/Users/max/Library' or any parent directory

So it seems like there's some kind of issue with the formation of the indicated path or something like that

(2 edits)

That's what I did

Edit: I noticed the error indicated looking for the .toml file in my ~/Library folder so I tried copying all the items in the repository there and it worked quite a bit better until coming to this error: 

   Compiling thiserror-impl v1.0.59
error: failed to run custom build command for `alsa-sys v0.3.1`
<span class="s2"></span>
Caused by:
  process didn't exit successfully: `/Users/max/Library/target/debug/build/alsa-sys-e1a28c965dd1a6bc/build-script-build` (exit status: 101)
  --- stdout
  cargo:rerun-if-env-changed=ALSA_NO_PKG_CONFIG
  cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS_x86_64-unknown-linux-gnu
  cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS_x86_64_unknown_linux_gnu
  cargo:rerun-if-env-changed=TARGET_PKG_CONFIG_ALLOW_CROSS
  cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS
  cargo:rerun-if-env-changed=PKG_CONFIG_x86_64-unknown-linux-gnu
  cargo:rerun-if-env-changed=PKG_CONFIG_x86_64_unknown_linux_gnu
  cargo:rerun-if-env-changed=TARGET_PKG_CONFIG
  cargo:rerun-if-env-changed=PKG_CONFIG
  cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR_x86_64-unknown-linux-gnu
  cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR_x86_64_unknown_linux_gnu
  cargo:rerun-if-env-changed=TARGET_PKG_CONFIG_SYSROOT_DIR
  cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR
<span class="s2"></span>
  --- stderr
<span class="s2"></span>
  thread 'main' (7404970) panicked at /Users/max/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/alsa-sys-0.3.1/build.rs:13:18:
  pkg-config has not been configured to support cross-compilation.
<span class="s2"></span>
  Install a sysroot for the target platform and configure it via
  PKG_CONFIG_SYSROOT_DIR and PKG_CONFIG_PATH, or install a
  cross-compiling wrapper for pkg-config and set it via
  PKG_CONFIG environment variable.
  note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
warning: build failed, waiting for other jobs to finish...


It also had this text at the start of the build:

PLATFORM_LABEL = x86_64-unknown-linux-gnu
CARGO_RELEASE_ARGS =
TARGET_PATH = target/x86_64-unknown-linux-gnu/debug/libgodot_boy.so
installing env on Linux not supported, please install another way
info: component 'rust-std' for target 'x86_64-unknown-linux-gnu' is up to date

So it looks like for whatever reason:

  • The build script is only able to find the files in my home library folder
  • It thinks MacOS is Linux and can't build for it. Or it's just going down the Linux build path for some other reason 

Would be way easier to have mini variables! I love this plugin in GBS2

I cloned the repository but I'm still getting the same error 

Oh OK. I didn't know that!

Would you be interested in sharing that?

(2 edits)

Not saying you're being inscrutable, just saying I don't really understand this stuff so the instructions are complicated to me.

I installed Rust and Cargo is installed but when I run BuildSystem.sh I get the error:

could not find `Cargo.toml` in `/Users/max/Library` or any parent directory

Which is confusing since it's in the same folder as the build script. I'm going to see if I can figure out what's going on

Edit: OK, so I tried putting the Cargo.toml file in my Library folder and now I'm gettinga new error:

error: failed to parse manifest at `/Users/max/Library/Cargo.toml`

Caused by:

  can't find library `godot_boy`, rename file to `src/lib.rs` or specify lib.path


Love this idea

What was this made in?

Thanks for saying that! I wasn't sure the best way to handle it so I'm really glad to hear that

I'd love my game to be part of the anthology!

That's a really fun idea

 I hope so

This is very useful. You did a good job on this one!

Your work is always so stylish. This could be a cool map for the game we were talking about

the graphics are great. I imagined the kingfisher was voiced by Rachel Dratch

Awesome! Can't wait

Do you need a beta tester for the web version? I'd be happy to help out

Being able to add vertical spacing would be really nice!

This is awesome! It has so many features I wanted

I don’t use ChatGPT. I don’t want it to steal my code 😓 

You did a great job on the graphics and presentation

(1 edit)

Thanks Rajcsányi! I tested this out early in development, but decided against it because it interfered with some puzzles I wanted to make. I might try it out in the sequel if I can figure out how to implement it into the latest version of GBStudio