Linux / WINE constant crashes

  • #20, by afrlmeMonday, 05. October 2015, 22:03 9 years ago
    Yes but construct 2 is windows only (editor). A lot of the engines are windows only.

    UDK (unreal engine) is now free & would be a valid solution. I believe it has 2D support (also 3D obviously) & has an optional action / event system for development similar to VS (Blueprint) for non programmers.

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  • #21, by NormalUserMonday, 05. October 2015, 22:05 9 years ago
    Yeah there are a couple or "real" game engines available. Unity3d works on linux as well since a couple of month but all this solutions are way to complicated. It would take me ages before i could even start and that's simply not my goal. VS is perfect, that's why i tried it in the first place. smile

    I will try a couple of different WINE versions now, maybe i get lucky.

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  • #22, by tristan-kangMonday, 05. October 2015, 22:11 9 years ago
    Hope your best. By the way can I ask why are you using Linux instead of Mac? VS is compatible with Mac well.

    The only thing I know about Linux is it's free.

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  • #23, by SimonSMonday, 05. October 2015, 22:22 9 years ago
    I doubt you can get along with the blueprints in UDK without programming knowledge, I tried them, you can do many things, but these big graphs...

    I actually built the engine for Linux once, but it's impossible to support the editor as well, we are so few. Linux player is okay. The new editor will use SDL and OpenGL, so it should be pretty cross.

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  • #24, by tristan-kangMonday, 05. October 2015, 22:27 9 years ago
    The new editor will use SDL and OpenGL, so it should be pretty cross.


    The new editor is upgradable from current version or independent (named VS 5 for example)?

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  • #25, by SimonSMonday, 05. October 2015, 22:33 9 years ago
    It will stay in VS4 naming, I don't we're gonna call it VS5, so it will be updateable from the current version. It's planned to be a replacement for the current editor.

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  • #26, by tristan-kangMonday, 05. October 2015, 22:46 9 years ago
    Glad to know. Thank you for your hard working. This old game engine needs more users. smile

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  • #27, by NormalUserMonday, 05. October 2015, 22:55 9 years ago
    Hope your best. By the way can I ask why are you using Linux instead of Mac? VS is compatible with Mac well.

    To keep it simple, i like the philosophy a lot. People give for free and in return get something for free as well. Besides that, i can look at the source of everything if i want to. There are many more reasons but lets keep it with that, we are already pretty off topic. smile

    I tried a different WINE version and so far i had only one crash. That's the best i had so far soooo. On crash an hour is ok, i can live with that.

    Besids that, i have my first game running, well two scenes without content, but it was a lot to get there (without knowing what you do) smile

    Anyway, now i have to figure out why the map starts in the upper left and not the bottom right, as i want it to.

    @SimonS
    I guess you are a dev of Visionaire? Can you tell me how i can test a real export before i click buy? Creating games is all good and fine but when i cannot export them, that's not worth much. wink

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  • #28, by tristan-kangMonday, 05. October 2015, 23:05 9 years ago
    I want to see the game screenshots you made. smile

    The visual is only follow the character. If you didn't make the character, then it's stuck unless your map property is 'scroll scene if the cursor blah blah'.

    So it's better make mimic and invisible character and place it on the position you want to start with on every scene.

    Edit: damn the view returns to the mimic character. Hold on, there is always the solution. smile

    First, you need to set every scenes as menu. Menu is more focused on first view rather than 3rd view. And you must disable auto hide interfaces in menu in game property tab.

    Then you don't need to make a character. In order to set screen position.. um... there is some lua script that makes you able to do it.

    startObjectTween(game,VGameScrollPosition,game:getPoint(VGameScrollPosition),{x=1000,y=780}, 0, easeNoneInOut)

    Add the action execute the script and put this line in the at the beginning of the scene. Then the magic happens.

    Second of all, the mouse cursor won't located where you want to see for.

    setCursorPos({x=0,y=0})

    Add this one like you did the at scroll position. The another magic happens

    Of course, you need to arrange the x and y value yourself.

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  • #29, by NormalUserMonday, 05. October 2015, 23:23 9 years ago
    Holy smile

    Well i figured it out myself but i did it, well, just by changing the "Alignment of character to object" of my "start" object in that scene. I was able to choose a point where my character is.
    But now i have the problem that the scene does not stay where i scrolled. It always jumps back to have my character in the viewport, i guess. Any chance to make the scene stay where i scrolled? I guess one way would be to change the "align of character to object" value somehow on the fly? smile

    I want to see the game screenshots you made. smile

    haha, there is really not much to see. smile It's just a start menu with two buttons and when i click the start button the game jumps to the next scene.

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  • #30, by afrlmeMonday, 05. October 2015, 23:38 9 years ago
    err...

    You can disable camera centering on the character using action parts. I assume you are using the editor in German? I'm not sure on the German names for the action parts off the top of my head but I'm sure you'll be able to figure out which ones I mean.

    Scene > Center scene on character permanently (current character) & tick the clear centering box to disable camera from always centering on the playable character.

    Next in an at begin of scene action (create inside of each scenes action tab) add a scroll to position action part & specify the where the camera should be. Take in mind that the position is based on the top left corner as opposed to the center of the viewport, so to center it to your scene the math would be something like:

    x = (scene width / 2) - (game resolution width / 2)
    y = (scene height / 2) - (game resolution height / 2)

    If the scene background is the same as your game resolution then there is no need to set the scroll position as it will be 0, 0.

    If the scene background is larger than the game resolution then the scene will become scrollable. Seeing as you are making a first person game, you may want to consider enabling the scroll scene when cursor reaches edge option for scrollable scenes to allow the player to scroll the scenes with the mouse cursor.

    Ok so a few tips on what you need to run your game.

    1. You need to have a playable character. The character does not actually have to contain any animations. it doesn't even need to be on the scene to display the interfaces / inventory associated with the character, but a character is needed all the same.

    2. a command interface. Which command interface type you decide to use (retro text, coin, right click cycle or single command interface) is entirely up to you.

    3. some mouse cursors.

    4. a font (ttf or image map)

    & that's about it I think.

    P.S: there is no option for export in the evaluation version of VS. If you want you could send your ved & resources to me or maybe Simon to export if you want to test to see if a compiled version works. The lack of build option in evaluation version & hand made keys / user licenses seems to have staved off VS from ending up on torrent sites thus far it seems; well either that or no one gives two shits about pirating it! razz

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