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RPG in a Box

Bring your stories and ideas to life! · By Justin Arnold

Launching the game on Linux

A topic by lectronice created Dec 24, 2016 Views: 181 Replies: 4
Viewing posts 1 to 5

Hi! I suddenly remembered my PocketCHIP runs a Debian-based OS... So I tried to launch Nékromegà, but I have in fact no idea how I'm supposed to do that :) I gave "game_launcher" the proper permissions with chmod +x then tried to start it with ./game_launcher, but all I get is this message: cannot execute binary file: Exec format error. I've tried with both 32-bit and 64-bit exports, same result. I'm far from being a command line guru, so it's very possible I forgot something. I'll probably reinstall a Windows/Linux dual boot on my laptop soon for a better testing environment. Are there some specific steps I should follow or some particular dependencies I need?

Anyway, there's no hurry, Merry Christmas :)


Hello and Merry Christmas! I believe that is all you should need to do. I did some reading about that error, and it sounds like it's related to CPU architecture. It think the CHIP has an ARM-based processor as opposed to x86/x64, which is most likely the cause of that error. Even if it could launch, though, I am not sure if the hardware supports OpenGL ES 2.1 or if it would be powerful enough to run the game. If it could that would be interesting to see, though! :)

The only testing I've done is on my Ubuntu VMs (32-bit and 64-bit), but theoretically the application and exported games should run on any x86/x64 Linux distribution.

Ah, I had forgotten about the ARM part... The CHIP should be powerful enough since the last firmware update, it can handle Doom, Minecraft and similar games. But you're right, the processor is probably not compatible. I'll see if I can find more information about this, but I doubt it can work.

One more question while on this subject: I believe 32-bit builds can be run on 64-bit systems, so what would be the benefit of exporting to 64-bit if I want to maximize compatibility for A Road To Awe? Initially I made 64-bit builds, but I guess 32-bit would make more sense (I won't make both, this would be too time consuming). Would 32-bit builds offer lesser performances? Thanks!

I know that when exporting a Godot project to Android, the default option is ARM, so I think the support is there - probably just a matter of how to go about doing it.

In regards to 32-bit vs 64-bit, I'm not too knowledgeable in that area, but I believe that 64-bit allows higher memory usage compared to 32-bit, and can also perform certain operations faster. Specific to Godot and RPG in a Box, however, I am not sure how much of an advantage there would be. Also, I may be totally wrong on this, but I think with Linux you won't be able to run the 32-bit version of the game on a 64-bit distribution by default like you can with Windows.

If time is a concern, you could go with the approach of using the "Export data only" option since it's not very often that the game export executables are updated, and you'd only need to do both exports if the executables are updated. Either way though, this week I am going to spend some time and try to make the exporting process more user friendly so it's easier to do all of them at once if you want. :)

Okay, thanks for the explanations! I'll try to think a bit better how to organize my export folders. But sure, if you can come up with some kind of export/zip all button, that would be awesome :)