i just couldnt figure out how to drive it forward or hold it together, nor could i come up with content to add, the core was there but it was too bare.
the colors are random and have no gameplay impact btw :p (maybe i should push colors impacting gameplay on the todo list since players seem to expect that?)
sylvie
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yes i got the double jump after 2 jump ups for a total max jump height of 8 and went to explore, after i got stuck i hex edited the save (merged two saves, really) to get unstuck cause i wanted to see the rest of the game, i should still have a copy if you wanna see, thank god for no integrity check :p
Package the libraries with your executable and use a loader shell script that sets LD_LIBRARY_PATH accordingly.
are loader scripts actually better than `game.x86_32` `game.x86_64`?
use a language that builds all it can statically into the executable.
as funny as writing `unsafe` `-w -Oz` rust with a custom build system would be, isnt that a little excessive?
Actually you can do that with C / C++ too, but it's tricky and some distributions (*cough* Debian *cough*) hate static libraries.
passing `-Bstatic` to the linker is tricky? or statically compiling the libraries?
Worst case, use a slightly older Linux to build, and let players know they're going to need SDL2 or whatever installed.
any recommendations, with a <2GB installer? i use arch btw
hi there! i stumbled upon the so-called itch.io app book, and it has a chapter on publishing pc linux binaries, but doesnt seem to specify how to bundle the libraries at all.
- are users meant to
locate a build of `lld` thenfind the required libraries? - is the developer responsible for bundling just the right amount of libraries?
- is there a hidden app manifest for specifying packages for a package manager?
- is a text file listing the packages sufficient?
my dev environment is linux, a c compiler, and the bare minimum needed for cross compat
would appreciate a detailed answer, and if there is a hidden 5th way that i missed (aside static libraries) id love to know it, thanks
edit: just realised that i misparsed ldd as lld, how embarassing ><
sorry, cant fix any issues with binjgb, i only made the game, not the emulator
the issue with holding a direction is that i would have to pick a movement speed everyone is happy with, the currently planned fix is double tapping and holding moving you at the pace you hit the keys
the flavor text is not supposted to be developer commentary, but due to issues with finishing the demo it ended up with way more notes to myself than it would otherwise be
high level of polish, a lot of variety, an entire 30 minutes of playtime, theres not much to criticise, aside i guess the weird difficulty of bosses (every fight is either easy or hard, no in-between, the bird boss doesnt count)
you can 2 cycle the scythe if you jump over its blade attack
also i think i figured out the graveyard wrong warp, it always occurs during the fade screen transitions
lack of iframes was already mentioned so i wont elaborate
and then i wrong warped past dark-2
..and you were right, the bosses are much easier if you just stand still
i am not going to sort this thing just have it raw from notepad
which reminds me ill have to get a bit crazier with tile variety unless i wanna go full low-effort-hero-core-ripoff mode,
currently cant really imagine this game with actual graphics, aside some concept art i got for generators and potential threats, most of the new stuff will be rewritting the 'engine' to suck less as its literally the most scuffed thing i had to make up untill this point, and like actually making it.. usable for a real game
probably the first time im in need of ideas
i may make a devlog about how this thing even came to be lol
progress is bound to slow down at some point, ill have to work on "black triangles" a little before i can keep pushing this project forwards, maybe itd also be a good idea to make the pipeline for this less scuffed, notepad -> paint -> ase -> png -> 1bpp -> interleaved 1bpp is probably the most cursed setup for displaying text you can get around here, maybe ill even start writting dev logs ^^'