the above troubleshooting steps should let it run on pi, are you having any other issues?
Anumania
Creator of
Recent community posts
i think foster (the engine) is mostly c, youd need to compile that seperately and put the libs in the places its expecting.
https://github.com/FosterFramework/Foster/tree/main/Platform
peep this, if you have trouble i can help debug later.
I made the changes you listed to see if it would help and no luck.
I'm logging the type that it sends to lua and for all of your test methods it is detecting them as methods and adding them correctly to the buffer
i will check around and see if im doing anything that could be interfering. I checked the apollo source code file to try and debug from the dll side and im not really sure if im supposed to be able to compile it but im not having any luck.
My exact runtime version is 2.3.3.437
I'm setting up Apollo for use in a game, and it appears that gamemaker user defined functions added to lua through lua_add_function only allow for real and string return types when used in lua, all other gamemaker types return nil. Documentation says lua should be able to handle types other than real and string (method, struct, array), and it does just fine when its being passed these types as function arguments. If this is intentional behavior i can find a workaround, but documentation does not say anything about this restriction.
this jam, our goal was just to make something finished. every other jam we have had to cut everything short because we spent too long trying to make fun, or make it polished, so this jam we only thought about finishing the game. unfortunately, as you have said, that came at the drawback of fun, hopefully our skills will improve and we can make something funner or more polished next jam. Many thanks for giving our game a play and giving us feedback!
We made the game in gamemaker, which doesnt have very good 3d support, and internally the game is still entirely 2d but with a 3d camera, and most objects with billboard drawing code. the internal resolution of the minigame set to 320x200, and the zfar set to really low. i think theres only one sprite with a hardcoded direction and thats the finish line. past that, gamemaker handles most of the brain hurting 3d math with matricies and such.
Glad you enjoyed our game!
played with pal (aeon), risk of raining very well, got destroyed 24 minutes and like 5 stages in when it got undodgable
difficulty probably woulda been good if we got all the items since we skipped a few, way more item variety than i expected even if most of them are risk of rain, good game thanks for the netplay
this game fucks.
thank you for making this.
i dont know what touhou is but this is very funny and the art is genuinely really good for a jam game.
the collision was funky sometimes and i got to walk on water but the music fits great with rpgmaker.
there are so many small jokes in this and finding them was always great.
the puzzles are nice, even though im not much of a puzzle person.
the feedback on pressing any button was great, and the bacon flower is my favorite.
the only thing i wasnt super sure of was how water worked, since it would seemingly randomly turn into ready water, and before that it was a bunch of droplets, sometimes it would need 5, sometimes it would need 3 i think, i wasnt sure.
incredibly difficult, the boss was a bit frustrating bc she kept flipping me around and i couldnt parry the bullets back at her bc i was flipped around.
the game seems to try and get you to make combos because it fills your meter but getting into melee range is always incredibly unsafe and will result in your death, so i would always sit back and parry bullets instead resulting in me never actually getting the bomb charged.
the art fits the 8 bit theme super well, and a little touch i thought was cool was how the character flashes when hurt, with individual parts flashing instead of her whole sprite, very simmilar to how old game consoles handled invuln flashes too.
the musics also fit the 8 bit theme very well.