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Tux's Revenge's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #23 | 3.182 | 3.375 |
Intention | #34 | 3.182 | 3.375 |
Implementation | #36 | 2.711 | 2.875 |
Overall | #38 | 2.993 | 3.175 |
Presentation | #41 | 2.475 | 2.625 |
Linux compatibility | #46 | 3.418 | 3.625 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I wasn't expecting to see a Doom TC for this jam! It was a pleasant surprise.
I know that you've hit some packaging hurdles that have caused some headaches, and I want to be clear that the effort you've put in in trying to resolve and work through these is commendable and very appreciated.
Unfortunately do to a previously discussed OpenAL bug, I ended up playing with no sound, which I think made some of the weapons difficult to read. I ended up just sticking with the calculator in the end.
I managed to get stuck by triggering the lift and walking backwards off it (I was planning to drop a floppy as a gift for the laptops above), but that feels like a fairly minor concern.
When I finally did get to the top of the lift and survived, I had a good chuckle at the Windows XP style rolling hills and blue sky above.
Looking forward to seeing what future iterations look like if you do end up remaking it with another engine.
I get this on fedora workstation 35 :(
Are you using version 0.0.4 (the latest version)? If yes, try running it with the -nosound parameter (./TuxsRevenge -nosound), if that still doesn't work, then please just give me some time to sleep and I will try to fix it tomorrow.
Yes, i am running 0.4.0, and what you mentioned wont work as your binary dynamically links to a library that’s not in my system, also is the fmod source code being there intentional? what if you compile it statically?
I just released patch 0.0.5, I temporarily built it w/out any sound libraries so you won't be able to hear the music, but it should at least start up. There's a list of dependencies you need in README.HTM
Why does it depend on development libraries? I saw a lot of lib*-dev libraries
Just use the regular versions of those libraries. Looks like I accidentally copied the dependency list for building, so some of them are not needed.
It'd probably be worth using lddtree on the binary and checking that it's finding the deps you want to bundle in the locations you're expecting.
0.0.4 doesn't include libfmodex, and it links to a version of libbz2 that's newer than I think is common on most distros. TUX.WAD is missing as well (but maybe that's been pulled into DOOM.WAD?
You've listed an MIT licence for game-specific scripts, but I don't see a link or download for sources for those (unless you're expecting them to be extracted from the WAD).
0.0.5 is up. I got rid of FMOD because I'm planning to go for OpenAL-Soft instead. The TUX.WAD and LEVEL1.WAD were both integrated into DOOM.WAD. The scripts can be easily extracted from the WAD, so I didn't put them up for download separately, but if you want, I can upload them too.
No need to separate stuff - I just saw a dramatic difference in what was included between versions and wanted to make note in case that wasn't intentional.
My system still complains about libbz2 not being found, but looking closer, that's not because it's a newer version than expected, it's because my distro's package doesn't symlink to minor versions, only the major version (which is odd!).
It would still be a good idea to list the deps that you're not bundling with the game in your install instructions as per the jam rules (SDL, libjpeg, libbz2, libmpg123, etc.).
Edit: I do get a crash in OpenAL when starting a new game though. Here's what the game is outputting. I can give you GDB output if that's helpful. If I run with -no-sound, it seems to behave.
I listed the dependencies in the README, some of them are incorrect because I accidentally listed the dev versions, I will fix that tomorrow.
The OpenAL error is caused by OpenAL itself, it's a known error in 1.19.x, tomorrow I will try building w/ a newer version.
I'm really sorry for all the errors and issues with this; I have a lot of things on my head right now and this submission was very rushed.
The readme's good (could use some tweaking/trimming as you note). The jam rules request that submissions have clear instructions and dependencies on the game's Itch page. We're not policing that super hard this year, but since that's stated as a requirement, it's likely to be the first place that people go looking.
No need to apologise about the bumpy ride! In my eyes, an opportunity to learn about and practice packaging is a key part of what the jam offers. I figure it's better to discover and pass those hurdles on a jam project with peers and mentors around who can offer advice/experience than to have those hurdles be a surprise on something bigger/more serious down the track.
I'm getting an eror about libjpeg.so.62.
error while loading shared libraries: libjpeg.so.62: cannot open shared object file: No such file or directory
It's the only one listed as not found by lddtree on my system. So, hopefully that is the last one.
There's a dependency list in README.HTM
Some libraries were mistakenly listed as dev versions, please use the regular versions instead.
Hi! I spotted the notice about Linux builds being delayed. I'm intending to remove submissions without Linux builds once the deadline passes, but I'll be happy to give a link for resubmitting if you're not able to get yours together in time, so don't stress.
If you are hunting for assistance or advice on compiling, feel free to ask in Discord or the jam forum and our mentors will do their best to respond when they can.
EDIT: SEE MY OTHER RESPONSE
I actually managed to compile the engine a few minutes ago, and I will upload the builds once I resolve some licensing issues and add a new level (hopefully in the next 2 hours)I just added the Linux builds, along with a new and updated version of the game (0.0.2)
it messes a lot with i3, screen flickering on and off, I guess it's a engine bug though. Also, windos>>:><U((((>>>>>::.(((?!?!'!
As I said on the game page, Linux builds will be made available by the end of the jam (hopefully today). You also said you're having issues running it with i3; are you running it on WINE or some emulator like QEMU? If yes, then that might be the cause of the video issues. You can try again with the native builds once I upload them here and it should work fine.
k thank you <3
The Linux builds are up.