Hint: there is only one way to let a block drop from the side of the eye of the anchor.
thfr
Creator of
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Something like '-nosteam' would be great... Or just don't abort if Steam fails to initialize...
Exception in thread "main" java.lang.ExceptionInInitializerError
at com.codedisaster.steamworks.SteamAPI.loadLibraries(SteamAPI.java:20)
at com.codedisaster.steamworks.SteamAPI.loadLibraries(SteamAPI.java:11)
at rtr.system.Game.launchGame(Game.java:130)
at rtr.system.Launcher.main(Launcher.java:52)
Caused by: java.lang.RuntimeException: Unknown host architecture: OpenBSD, amd64
at com.codedisaster.steamworks.SteamSharedLibraryLoader.<clinit>(SteamSharedLibraryLoader.java:43)
... 4 more
Well, maybe use case is unusual in that I'd like to explore if it can run on OpenBSD, and there's no wine on OpenBSD (and based on prior discussions/efforts never will be), but there's fs-uae. I understand it likely won't be playable based on your description. Would try it anyway just to see - maybe one day computers and/or FS-UAE get faster.
We are essentially limited to open-source games, whatever can run in an emulator, and (lately) FNA games. Tower 57 would be an interesting entry if one day it actually runs okay inside FS-UAE.
We're at the cutting edge on soon-to-be-released Open BSD 6.3 with SDL2.0.8. I'm the new maintainer of that port.
The only function that's not working is SDL_GetBasePath. Seems to be used rarely and usually can be worked around.
OpenBSD's API/ABI and the libs are updated regularly, so bundled libs usually don't work (short lifetime until they would need recompiling/relinking).
If Tower 57 is written in c++/SDL2, the best (only?) chance for us OpenBSD folks would be an open-source version of the game engine (assets an still be sold). We have a few examples, like Tales of Maj'Eyal (in ports) or Eldritch (port in development)... I know that's probably not the right thing at the moment - maybe keep it in the back of your head...
I looked at what FMOD calls are made and found that if they all receive a return value of 0 (with one otherwise trivial exception) the game runs fine (without any audio, of course). It's still fun to play and I've reached chapter 5 already.
So my question is if you would consider adding something like a '-noaudio' flag that disables those calls and allows the game to run on platforms that don't have FMOD studio libraries available? We *BSDs and other potential future platforms without FMOD libs would be grateful :)
Hi, I'm involved in some cross-platform porting efforts to get amazing indie games like TowerFall or Celeste to work on *BSD platforms with great success (Love TowerFall by the way!). This works in most cases where the ports use FNA, but FMOD is a hard stop because source is not available (only precompiled libraries for Linux).
I admit I don't know how much work it is to move to a different sound engine, but just wanted to let you know that wider cross-platform use is a possiblity with open-source alternatives to FMOD. In most cases that I've seen, openal or SDL_mixer are used.