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(2 edits) (+1)

I had some issues with it. The game screen is vertically too large to fit on my FHD display (without setting the browser to fullscreen-mode, which is still having only a window for the game, just with the browser window's title area and the taskbar not being shown), so it definitely needs to be configured on the game page for a regular full-screen mode.

Also, for me there is a large pink triangle in the middle, not only in the start screen but during game-play as well, which made it exceptionally hard to play because a big chunk of the game was hidden underneath it (and it's right in the center).

Also, first time I loaded it, I double-clicked on the triangle and got an Unity error message. After a page reload it worked, though.


Another attempt, got the error message again:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
RuntimeError: index out of bounds

Bonus for having a "BuildLinux.sh" in your project source. It seems you call Unity from WSL to run the build process?

When I tried to run it like you do, I simply get an error message:

time Unity -quit -batchmode -logfile build.log -executeMethod MakeBuild.Linux
Aborting batchmode due to failure:
executeMethod class 'MakeBuild' could not be found.
Argument was -executeMethod MakeBuild.Linux

What works for me is this:

Unity -batchmode  -accept-apiupdate  -projectPath "$PWD"  -buildLinux64Player "$PWD/builds/linux/${pwdbase}.x86_64" -quit -logfile build-linux.log

(I have a link to Unity in my $PATH, prepare a target directory of "./builds/linux", and pwdbase is just the result of "basename $PWD")

(+1)

My native build runs much better, no pink triangle there :)

Now that I could appreciate the graphics and game-play so much more, I could give it a better rating, too.

(While it's still in windowed mode, the window is actually smaller than the frame in the browser version...)

(+1)

Thank you for checking this out so extensively! You're absolutely right about WSL on the build script (it was my first try at tackling build scripts based off an early suggestion from my brother). I need to update the README on a couple of items like this.

Very glad that the native deploy worked better for you!

(+1)

I have since expanded my own build-script to extract the Unity version from the project's files, use better naming of the path for building, and preparing a zip archive ready for upload :)

That's a great idea! I was chasing pulling the project title as well to add to the executable name instead of a hard code.

(+1)

That might be another way to do it. I just opted to take the project's path as the name :)