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Sub_Atomic_Quark

14
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A member registered Dec 22, 2016

Recent community posts

I have given this demo a fair run. The demo works if you using Debian or Ubuntu and download it directly from your site and not Itch.io. However, there are three sticking points that I've noticed that keep me from using it more.

  1. The beveled 3-D look to the menus and GUI is a little annoying, I prefer flat, if I'm going to be using this for eight to twelve hours a day.
  2. The text in the menus and help section are really tiny, unreadable at 4k and 5k on Linux. If this works on Apple and Windows 10, I can see why it works because they have better font support than on Linux. I had to kick it down to 1280x720 so that I could even use the software. It's best to use anti-aliased fonts, that are bold vector based for menus, so no matter how big or small the text is, you can still read it.
  3. The speed of the menus are a tad bit sluggish and I don't care for the animations of the menus, such as the dialog boxes. I prefer it to be immediate, also looking flat instead of the fancy beveled 3-D look. I prefer to keep the processing power on the scene and modeling instead of on the looks of the editor.
Getting past those annoyances, the software does function as described and is interesting, perhaps in due time you'll be able to persuade me to buy a copy when the items listed above can / will be resolved. As a note, on Linux I tried to use my 3-D mouse and it doesn't work but I'm fine with that. If you're curious as to the mouse, you can find out about it here.

http://www.3dconnexion.com/products/spacemouse.htm...

I have the SpaceMouse Pro. Thanks for letting me test drive the early access software.

Yes, download link for Itch.io didn't work, as that was the original problem, it didn't have an actual .deb installer nor was it created to work with the Itch.io launcher.

I'm downloading the trial directly from your website for which I do see a .deb on there, I'll give that one a try.

All of my dev machines are the following in 86_64.

All use Xubuntu desktop (XFCE4 based).

12.04

14.04

15.04

15.10

16.04

16.10

Those are just the Ubuntu related version I have. The main one I use is 16.04 for client's needs. That's also what I have installed on the gaming systems, too.

Yes, I've read your instructions but there was no .deb for me to install, I had to generate it from the files and some were missing so I had to create dummy files. Also, I use mono-complete, which installs all of mono and it's dependencies as well. Your .deb file should have the proper version of Ubuntu it's designed for, what architecture and of course the specific packages as dependencies. About Ubuntu and it's forks, from time to time, often version to version they change the name of he package in question which makes it tough to write a shell script that is executed when you use dpkg to install the .deb installer archive file.

Thanks for the update, that could very well be what it is.

I got it to work after marking the binary as executable.

Which was in terminal as:

chmod +x cs_demo.x86

The game works but I got simulator sickness almost immediately when I got off the floor and rotated my character. I shut it down to prevent me from getting any more sick. The Unity 3-D default display and rendering routines are really sluggish which is where the simulator sickness (motion sickness in games) occurs. From what I saw before I felt sick, looks intriguing.

It says that this game is for Linux, I go to click on "Install" for the demo and it says;

No compatible downloads were found for 'Creepy Sentence', so it wasn't installed.

Maybe it's not compatible with your platform or with the itch app yet!

It will build for any OS or Linux distribution but you have to have it selected in the project and to specify for 32-bit (default) or 64-bit (x86_64). Take your time, it's better to have a well written and thought out application across all operating systems, including Linux distributions.

I have many distributions but I focus on Debian and Ubuntu (a fork / branch of Debian) because that is where my client base has been centered.

OpenGL version string: 4.5.13416 Compatibility Profile Context 15.302

OpenGL shading language version string: 4.40

OpenGL profile mask: compatibility profile

OpenGL extensions:

GL_AMDX_debug_output, GL_AMD_blend_minmax_factor, GL_AMD_conservative_depth, GL_AMD_debug_output,GL_AMD_depth_clamp_separate, GL_AMD_draw_buffers_blend, GL_AMD_framebuffer_sample_positions, GL_AMD_gcn_shader, GL_AMD_gpu_shader_int64, GL_AMD_interleaved_elements, GL_AMD_multi_draw_indirect, GL_AMD_name_gen_delete, GL_AMD_performance_monitor, GL_AMD_pinned_memory, GL_AMD_query_buffer_object, GL_AMD_sample_positions, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_atomic_counter_ops, GL_AMD_shader_stencil_export, GL_AMD_shader_stencil_value_export, GL_AMD_shader_trinary_minmax, GL_AMD_stencil_operation_extended, GL_AMD_texture_cube_map_array, GL_AMD_texture_texture4, GL_AMD_transform_feedback3_lines_triangles, GL_AMD_transform_feedback4, GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index, GL_ARB_ES2_compatibility, GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_bindless_texture, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compatibility, GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader, GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control, GL_ARB_direct_state_access, GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_indirect_parameters, GL_ARB_instanced_arrays, GL_ARB_internalformat_query, GL_ARB_internalformat_query2, GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,GL_ARB_program_interface_query, GL_ARB_provoking_vertex, GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior, GL_ARB_sample_shading, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding, GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote, GL_ARB_shader_image_load_store, GL_ARB_shader_image_size, GL_ARB_shader_objects, GL_ARB_shader_precision, GL_ARB_shader_stencil_export, GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine, GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader, GL_ARB_texture_barrier, GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_snorm, GL_ARB_texture_stencil8, GL_ARB_texture_storage,GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix,GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_copy_buffer, GL_EXT_copy_texture, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texgen_reflection, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, GL_EXT_texture_compression_bptc, GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, GL_IBM_texture_mirrored_repeat, GL_INTEL_fragment_shader_ordering, GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, GL_NV_explicit_multisample, GL_NV_float_buffer, GL_NV_half_float,GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier, GL_OES_EGL_image, GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, GL_WIN_swap_hint

As a rule of thumb, since Mesa doesn't offer compatibility profiles for OpenGL it's best to stick with core profiles only. Therefore it will work with Mesa open source drivers and libraries as well as the closed sourced variants that have both core and compatibility profiles. If you don't know the difference, core is the most commonly used calls from the API while compatibility has all the of the calls from within the API standard. It's wise to code to OpenGL 4.0 or 4.1, because from 4.2 to 4.5 there are a lot of calls, even in the core profiles that obsolete each other for every point release up to OpenGL 4.5. It's one of those times where as a game developer you want to beat your head against the wall and anything solid.

Need anything else, just ask.

Sure, I have multiple configurations and machines (since, I'm a developer, too).

My computers are a lot more varied than my graphics cards (but those are numerous, too). I have quite a few more computers than what listed here but this is a good starting point.

System 1:

AMD HD7500 2 GB

AMD Phenom II x6 1100T CPU (running at 3.2 GHz)

16 GB RAM

Xubuntu 15.04 / 15.10 / 16.04 / 16.10 (on 16.04 and 16.10 I use Mesa 13.0.2 compiled from GIT against LLVM 4.0 and the latest GIT DRM library, gives me OpenGL 4.5 and GLSL 4.5 as well).

My default version I use is 15.04 and restricted driver FGLRX 15.302 for which the capabilities are listed below.

System 2:

AMD R9 390X

Intel i3 6320

64 GB RAM

Xubuntu 12.04 / 14.04 / 16.04

System 3:

AMD R9 Nano

Intel i7-6700 (3.4 GHz, the non K variant)

64 GB RAM

Xubuntu 12.04 / 14.04 / 16.04

System 4:

AMD Pro Duo

Intel i7-6950K (Newest i7 extreme processor)

256 GB RAM

Xubuntu 12.04 / 14.04 / 16.04

Here is a dump of my capabilities for my lowest card, AMD HD7750 2 GB card.

direct rendering: Yes

server glx vendor string: ATI

OpenGL core profile shading language version string: 4.40

OpenGL core profile extensions:

GL_AMDX_debug_output, GL_AMD_blend_minmax_factor, GL_AMD_conservative_depth, GL_AMD_debug_output, GL_AMD_depth_clamp_separate, GL_AMD_draw_buffers_blend, GL_AMD_framebuffer_sample_positions, GL_AMD_gcn_shader, GL_AMD_gpu_shader_int64, GL_AMD_interleaved_elements, GL_AMD_multi_draw_indirect, GL_AMD_name_gen_delete, GL_AMD_performance_monitor, GL_AMD_pinned_memory, GL_AMD_query_buffer_object, GL_AMD_sample_positions, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_atomic_counter_ops,GL_AMD_shader_stencil_export, GL_AMD_shader_stencil_value_export,GL_AMD_shader_trinary_minmax, GL_AMD_stencil_operation_extended,GL_AMD_texture_cube_map_array, GL_AMD_texture_texture4,GL_AMD_transform_feedback3_lines_triangles, GL_AMD_transform_feedback4,GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index, GL_ARB_ES2_compatibility, GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_bindless_texture, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture,GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader, GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,GL_ARB_depth_texture, GL_ARB_derivative_control, GL_ARB_direct_state_access, GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_indirect_parameters, GL_ARB_instanced_arrays, GL_ARB_internalformat_query, GL_ARB_internalformat_query2, GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,GL_ARB_program_interface_query, GL_ARB_provoking_vertex, GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior, GL_ARB_sample_shading, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects,GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding, GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote, GL_ARB_shader_image_load_store, GL_ARB_shader_image_size, GL_ARB_shader_objects, GL_ARB_shader_precision, GL_ARB_shader_stencil_export, GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine, GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader, GL_ARB_texture_barrier,GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_snorm, GL_ARB_texture_stencil8, GL_ARB_texture_storage,GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_copy_buffer, GL_EXT_copy_texture, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, GL_EXT_draw_buffers2, GL_EXT_draw_instanced,GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store,GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap,GL_EXT_subtexture, GL_EXT_texgen_reflection, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, GL_EXT_texture_compression_bptc, GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,GL_EXT_vertex_attrib_64bit, GL_IBM_texture_mirrored_repeat, GL_INTEL_fragment_shader_ordering, GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, GL_NV_explicit_multisample, GL_NV_float_buffer, GL_NV_half_float, GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier, GL_OES_EGL_image, GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, GL_WIN_swap_hint

I have to break this up into multiple posts because of the 10k character limit.

The author of this package apparently doesn't know how to pack a .deb file correctly. Not only does it not install, the paths to the executable in the various script files are wrong.

This is going to take me awhile to get this thing to work, I don't have time at this moment to work on it.

Note: The proper path to create a .deb package installer file;

All files must have a project named directory, the second directory to be created inside that project name is, "DEBIAN". Inside the "DEBIAN" directory you need all of these files included the packed archives;

control, control.tar.gz, data.tar.gz, debian.binary and md5sums

Then from the top level (just outside your project name directory). Use 'dpkg --build YourProjectDirectoryGoesHere. I'd recommend using double quotes around your project directory, that way, if you have spaces or some other weird character that UNIX / Linux does normally like or are case sensitive with go through without a hitch.

Now, I've built the .deb just fine, however, you don't have script to reslove the 'mono-complete' in your installation script.

If you attempt to install it, you run into unmet dependencies.

To fix this you need to run;

sudo apt -f install

That will get what is needed and then the dpkg with finish doing it's thing.

However, there is another problem, "scellix" should have a symlink created to go from the "Launch" button in itch to the systems directory it's located in via "/usr/lib".

I hate to say this, the tool isn't ready for use on Debian and Ubuntu. While the pictures and videoes on said package look amazing, well, there is still a lot of work to be done.

Posted in Shade comments

After I viewed the directory, I realize the only game binary in there is an .exe which is for Microsoft Windows. Interestingly enough, this game was listed as a "Linux" game, so I believe it's mismarked.

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No executable found, according to Itch's Diego troubleshooter.

Get this message on all of my Linux installations, both x86 and x86_64.

This is a great demo, however, once I got into the Baby Playroom / changing table room. The contrast went beserk, it was really bright and it was also flashing, I finally found the key and got out. The family room with the 3 doors was fine and properly lit.