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xordspar0

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A member registered Jul 06, 2019 · View creator page →

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That will be great, thanks!

I’ve been chatting about loadGamepadMappings with some people on the SDL forums and I learned about the environment variable SDL_GAMECONTROLLERCONFIG_FILE. A user can set that variable instead of patching the game like I suggested above. This works for any LOVE or SDL game, super handy.

  1. Drop the SDL_GameControllerDB next to the .love file, then
  2. SDL_GAMECONTROLLERCONFIG_FILE=gamecontrollerdb.txt love 'Metanet Hunter G4 (v1.2).love'

SDL doesn’t recognize my controller natively, but SDL_GameControllerDB has it in its database. I unzipped the .love file and patched in support for the database. Then I dropped gamecontrollerdb.txt into the unpack directory, and my controller worked! My patch is below.

diff --git a/core/init.lua b/core/init.lua
index c7de670..cd22d73 100644
--- a/core/init.lua
+++ b/core/init.lua
@@ -40,6 +40,7 @@ end
 
 function api:load_globals()
 	-- prepares the global namespace ofc
+	love.joystick.loadGamepadMappings("gamecontrollerdb.txt")
 	input = require("libs.boipushy")() -- now with sequences??
 	class = require("libs.classic")
 	lume = require("libs.lume")

It would be great to have this supported by the game natively. This will cause an error if the file doesn’t exist, so a little more engineering would be required. Maybe the game could ship with the file included; LOVE would still automatically allow overriding/updating it by dropping a replacement into the user’s data directory. Or a simple file existence check would be fine.

Yeah, not sure what they meant by standalone.

The zip file in the downloads is the standalone package that you can play with vkQuake, Quakespasm, or Ironwail.

If you use vkQuake or Ironwail, after you drop the enyo folder into the Quake data folder, the enyo will appear as an option in the mod menu. In Quakespasm, launch the game with quakespasm -game enyo.

I’m not sure about that specific issue, but someone did get it to compile for Linux arm64: https://github.com/ExOK/Celeste64/issues/23

This happens if your gzdoom is too old. I’m not sure what the minimum requirement for the remastered version is, but it requires a newer version than the original.

The only thing I did was tweak the start button mapping to work with my controllers. Everything I did is on Github. The main branch is an exact copy of the upstream release. My start button tweaking is in another branch. My build is also uploaded in the releases section.

https://github.com/xordspar0/frogsmashers

★FROG SMASHERS★ community » Source · Created a new topic Thanks!

Thanks for releasing the source! I got it to build for Linux. Very fun game!

Thanks!

I was looking forward to joining this jam, but I was significantly held back by having no/limited Internet access for the last month. Thanks to the organizers for keeping the jam going! I will definitely join next time.

Good luck to all the participants!

Yup, it pretty much sucks. I didn’t have time to finish it. :( Oh well. Next time will be better.

(1 edit)

When I tried it on Saturday it crashed during startup. I didn’t even see a logo on the screen. I uninstalled the game after that. But when I downloaded the game today it worked fine! Maybe you updated it? Either way, nice work on this game!

I don’t have speakers, so I can’t play this. :(

Very fun! The barriers keep killing my slimes in one hit, beware!

Hard but fun.

This crashes on my Ouya.

This crashes on my Ouya.

tic-80 uses SDL 2 to handle graphics, sound, etc. on the various platforms it supports. Unfortunately, SDL 2 only supports Windows XP and newer…

In Firefox just right click and choose "Take a screenshot".