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David Oberlin

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A member registered Dec 17, 2017 · View creator page →

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Hi Mega +RyeGuy+,


Thank you for your interest.


No. Ancient Albans is in development for Windows.


Best regards,

David

The colours were being mapped to the MD/Gen colourspace post quantization. Which opened a window of opportunity for microtones (relative to the colourspace) to be remapped after the initial cull. 

TL;DR: It should work now.

Thank you for your help here.

As a stop gap, I have compiled nearly every library that I can think it needs into the new zip. I am going to reconfigure ImageMagick so that most so this will not be required in future. But, for the meantime this should work.

Let me know how it goes. Thanks.

I'm looking into it! Thanks.

Hello theloon,

I have just released a tool that should solve some of the issues with mapping the Mega Drives palette to an image: https://dieskaarj.itch.io/blast-o-rama

Best regards,

David

I am happy with the results (29/30, hah) it is the first Jam I have participated in and getting feedback for a project has given me motivation to work on further projects, regardless of points.

Thank you to all who participated along with me, and thanks to all who rated my entry.

Thank you, Daikon Games, for your kind words.

I have uploaded a new build that hopefully addresses that issue somewhat. I admit it is not perfect (yet.) But, it should make it more fun.

I am going to continue working on this game, and develop it further. I might even upgrade the style to be more latter nineties, hah. Be sure to follow me here on itch.io for updates.

Best regards,

David

Yes. I have updated the page to show the link. Error on my end. Thanks!

(2 edits)

The turning speed bug was the strangest thing. There was a marked difference in the way it was computed from build to build. I have hopefully addressed the issue in a little quality of life update. I have to admit that the game is incredibly janky, hah. But, thank you very much for taking the time to check it out.

All of the assets were made by creators on itch. I have linked to their own pages on the games' store page. If you like their work let them know that you saw it here!

Hello,

So, on further investigation what worked for me was installing ImageMagick++-7 from source [https://imagemagick.org/script/install-source.php] . If you do not want to go through the trouble I am going to look into creating an AppImage for future releases. However, the Windows build is much, much more stable now.  So, that is also an option.

Thanks again,

David

WSL?

LD_LIBRARY_PATH is an environment variable that tells the OS where it can find linked libraries. One solution would be to create a symlink from the current file to where the app expects it to be:

#: ln -s /lib/x86_64-linux-gnu/libMagick++-7.Q16HDRI.so.5 /usr/local/lib/libMagick++-7.Q16HDRI.so.5

'/usr/local/lib' might not exist so another solution would be to export '/lib/x86_64-linux-gnu' to the environment with:

$: export LD_LIBRARY_PATH="/lib/x86_64-linux-gnu"

tbh I don't know what would be best for you in this instance, as I have to confess that I am not familiar with how Ubuntu structures its data. If you try either of those methods and nothing works I will post the next Windows build tomorrow (29/07/22.) It is relatively stable now that I have sorted a few of the spooky bugs (really weird one involving co-ordinates when selecting tiles.)


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Thanks. Where is the libMagick++*.so installed to on your system and is it it part of your library path (LD_LIBRARY_PATH?) If I recall correctly I compiled IM++ from source and installed it to '/usr/local/lib'

I'll set up a VM at the weekend and see how it goes from a fresh install. Hopefully, that'll iron some of the kinks out.

You're welcome.

That looks like it can't find ImageMagick. I'll look into it more in depth but for a hot fix downloading the latest ImageMagick Win64 bin from here: https://imagemagick.org/script/download.php might solve the issue in the interim.

Hi theloon,

I had similar frustrations. There's a logical error in v.0.0.1 that I've fixed where the color quantization happened after the channel translation. I'll post an update asap. Thanks for your interest!

David