Genus Prime - 8-BIT WARS competition entry

Started by Derron, April 01, 2019, 08:51:53

Previous topic - Next topic

Derron

#30
So the new Mac download didn't help?


@ language
Most of the time it's the libraries which need some love. So to play sound cross-platform, to render graphics cross-platform.
For Mac there is also the issue of not allowing cross-compilation from within other OSes. So you need a mac (or hackintosh / working VM) to compile for Mac. Scripting-Languages like AGK, Godot, ... would then just provide a pre-built binary (containing the "engine") and the only thing the user needs to supply are assets + scripts. That way other targets could be "exported to" without needing real hardware access / OS installations of this platform.


@ mac
if someone wants to compile with a newer BlitzMax NG:
- download https://github.com/bmx-ng/bmx-ng/releases/tag/v0.99.3.31.macos
- extract and run the "run_me_first.command" or "build_maxide.sh"
- download and extract https://github.com/bmx-ng/bcc
- download and extract https://github.com/bmx-ng/bmk
- build bcc.bmx and bmk.bmx from within MaxIDE
- replace BlitzMaxNG/bin/bcc and */bmk with the newly build ones
- download and extract https://github.com/bmx-ng/brl.mod
- download and extract https://github.com/bmx-ng/pub.mod
- download and extract https://github.com/bmx-ng/sdl.mod
- download and extract https://github.com/bmx-ng/maxmod2.mod
- remove BlitzMaxNG/mods/brl */pub */sdl
- extract the above's downloads into it

You should now run the most recent version of NG without having to rely on a new "release".
With this you should be able to compile Genus Prime on your Mac.

Edit: maybe I should write a "update_installation.command" thing to automate the process (somewhere Brucey already had such a "fetch latest stuff" thingy)...

Bye
Ron

Xerra

Thought I'd have a go and got most of the way through but building the modules caused a problem as shown in the picture.

I'm very rusty with BlitzMax as I've not coded anything with it for a few years so maybe I missed something.

Do the modules need to be renamed to remove the "-master" at the end of them when they are extracted?

Also do the four new mod folders go in BlitzMax/mod folder or the BlitzMax/mod/pub/ folder?

I couldn't find anything like this:  - remove BlitzMaxNG/mods/brl */pub */sdl

You would need to untick debug mode and build gui app so that the user builds a console app when compiling BCC and BMK within the Editor.

If I can get this right then I'll put a mac build here for those who want it.
M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

Derron

#32
brl.mod-master must become "brl.mod"
pub.mod-master must become "pub.mod"
sdl.mod-master must become "sdl.mod"

and these folders need to get put into blitzmax/mods/...
The ones with the same name in this folder you better rename first (brl.mod.bak or so) to keep them.

BUUUUUUT .... BEFORE you do that you could already try it with that version:
rename those "enum" (4 lines) to "enumerator". Should be all (in my code)

Updating the modules can be useful for certain fixes - a new BCC needs of course new modules as they used that "enum" which is now a registered keyword.

IF you are able to compile - regardless of how it plays then or if it crashes:
- xcode version
- os x version

I ask because IWasAdam compiled the game on his mac and experienced a lot of issues (window started behind all other windows, mouse clicks did not get registered until you moved the mouse, ...) but I do not know yet if it happened to the mac version I upped too. I for myself compiled it on Yosemite with an gray beared xcode (4.7 or so) and if you are "up to date" your xcode might be 10.3 or 10.4.


bye
Ron

Xerra

Ok, looks like i've got it going. Just going to do some testing to make sure it works ok then i'll upload it here.
M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

Derron

If that then works for you (without crashing) and then also for IWasAdam and Qube ... we will need to know what xcode and OSX you use ... *excited now*


bye
Ron

Imerion

This was really impressive! A fun take on this game concept and I especially liked the GUI - lots of fantastic little details. Just tried a quick match now, but will play some more and report back if I find something to report. Seems to work great on my Xubuntu 18.10 system though.:)

Xerra

Damn it. No luck. Game runs ok but it's the same problem as the original released build where it quits out around 10 - 15 seconds of playing the game.
M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

Derron

But you could now build and run a "debug" variant to see where it crashes?


bye
Ron

Xerra

Quote from: Derron on April 04, 2019, 21:14:15
But you could now build and run a "debug" variant to see where it crashes?

I'll give it a try.
M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

Xerra

Building as a debug build runs fine from the IDE it seems. But when you run the generated application directly then the same error after starting the main game happens again. No debug messages given during play.
M2 Pro Mac mini - 16GB 512 SSD
ACER Nitro 5 15.6" Gaming Laptop - Intel® Core™ i7, RTX 3050, 1 TB SSD
Vic 20 - 3.5k 1mhz 6502

Latest game - https://xerra.itch.io/Gridrunner
Blog: http://xerra.co.uk
Itch.IO: https://xerra.itch.io/

Derron

#40
Pheeww... if it works when started by something "else"...
But the "release" build crashes when run from within MaxIDE ?

I assume if you are running the application from a terminal (open a terminal, move into the GenusPrime directory and start it via ./GenusPrime(.app)) and it did not crash then it is a matter with OS X (non-signed app etc).

-> am a bit clueless now. I somehow hoped it just crashes in debug and points to the broken code line ;-)
Nonetheless I am pretty sure that some of you (eg. Brucey) know why might not crash in a debug environment here and there - some stuff works different in debug mode (GC or so).


bye
Ron

iWasAdam

#41
i'm on macos 10.14.4 Mojave latest build.

One thing to remember with macs is only compile for 64bit - Just don't go near 32bit. You have only a few moths before 32bit support is completely dropped!

Derron

The 32bit build was just there as I compiled it with "vanilla". The 64 bit build was done with NG.


@IWasAdam
What Xcode version is installed on yours? Just want to find out why it "halfly" works on Xerra's Mac in Debug mode and not on yours.

Maybe Qube can give it a shot too - or whoever is a bit used to BlitzMax and wants to toy around with it anyway (so this is a good chance to try some stuff).


@ Xerra and IWasAdam
Do the "samples" (BlitzMax/samples) work or behave the same erratical way (crashes, only in debug mode, no mouse clicks).


bye
Ron

iWasAdam

#43
my version of xcode is 10.2
I'll do some recompiles and see if I can find anything for you

got it to compile and running smooth now - don't know what the mouse issue was. looks like it solved itself?????

on windows then  posted build completely stopped - sound continued as a single tone, then it started to slowly catch up and then went at normal speed?

mac build is running without music (I turned it off)

Derron

#44
Thanks for the heads up.

Does the mac build run with audio (if you build it with it) or did just just say you muted it (because of the "ugly" music/sounds).

Glad you got it working - feel free to upload it so Xerra/Qube can give it a whirl too.


@ Windows
Win64 or Win32 build? (NG vs Vanilla).
Native or via Virtual Machine? I played it on Windows 10 "native" and Mini-XP "Virtual Box".

Has anybody else experience that Windows-issue?



bye
Ron