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HuyTK

10
Posts
2
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A member registered Jul 19, 2020

Recent community posts

It's ok, porting the game to macOS isn't really a high priority after all. I don't mind being unable to play it as long as I understand the concept.

Usually if you want to make a nice macOS app, you'd need to pack it into a .app folder so as in macOS it would appear as a whole app. Exporting with CMake just creates a Unix executable file that works the same way as .exe in Windows, except it always launches in Terminal. And here we go, that's your "command line window" method.

The game refuses to run regardless of what image I put in for it to load, as if no image was provided in the first place.

Um... there's another problem. Somehow loading.png cannot be loaded.

I cannot send a screenshot so I'll paste the whole Terminal texts in here:

INFO: Initializing raylib 4.2
INFO: Supported raylib modules:
INFO:     > rcore:..... loaded (mandatory)
INFO:     > rlgl:...... loaded (mandatory)
INFO:     > rshapes:... loaded (optional)
INFO:     > rtextures:. loaded (optional)
INFO:     > rtext:..... loaded (optional)
INFO:     > rmodels:... loaded (optional)
INFO:     > raudio:.... loaded (optional)
INFO: DISPLAY: Device initialized successfully
INFO:     > Display size: 1440 x 900
INFO:     > Screen size:  1280 x 720
INFO:     > Render size:  1280 x 720
INFO:     > Viewport offsets: 0, 0
INFO: GL: Supported extensions count: 47
INFO: GL: OpenGL device information:
INFO:     > Vendor:   NVIDIA Corporation
INFO:     > Renderer: NVIDIA GeForce GT 650M OpenGL Engine
INFO:     > Version:  4.1 NVIDIA-16.0.12 355.11.11.10.10.143
INFO:     > GLSL:     4.10
INFO: TEXTURE: [ID 1] Texture loaded successfully (1x1 | R8G8B8A8 | 1 mipmaps)
INFO: TEXTURE: [ID 1] Default texture loaded successfully
INFO: SHADER: [ID 1] Vertex shader compiled successfully
INFO: SHADER: [ID 2] Fragment shader compiled successfully
INFO: SHADER: [ID 3] Program shader loaded successfully
INFO: SHADER: [ID 3] Default shader loaded successfully
INFO: RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)
INFO: RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)
INFO: RLGL: Default OpenGL state initialized successfully
INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps)
INFO: FONT: Default font loaded successfully (224 glyphs)
INFO: TIMER: Target time per frame: 4.167 milliseconds
INFO: TEXTURE: [ID 3] Texture loaded successfully (2560x1440 | R8G8B8A8 | 1 mipmaps)
INFO: TEXTURE: [ID 1] Depth renderbuffer loaded successfully (32 bits)
INFO: FBO: [ID 1] Framebuffer object created successfully
INFO: TEXTURE: [ID 4] Texture loaded successfully (1024x1024 | R8G8B8A8 | 1 mipmaps)
WARNING: FILEIO: [res/loading.png] Failed to open file
libc++abi: terminating due to uncaught exception of type raylib::RaylibException: Failed to load Texture from file: res/loading.png
Abort trap: 6
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(5 edits)

The link to download source code isn't working nvm, it's just one of Chrome's "funky feature" to hide the file's actual size.

Alright, I'm seeing some missing dependencies, is there anything wrong with it? Now I see why README.md is important (I've made some games using Python while only knowing the basics of C++ so I'm glad I could understand a bit of your code).

Ok, I'm giving up now. I've spent hours trying to figure things out with dependencies but when those are done I get a bunch of undefined terms (not to mention the undefined ones in other cpp files). Can you get in touch with the one who compiled this for macOS for you and ask them again?

(2 edits)

on macOS the game threw a "regular windows do not have icons on macOS" error at me, I hope there'll be a fix soon (should've sent this since 2022)

one shot possible but it's really hard
took me more than 100 attempts

I only got 11 and 16 un-blueished

one shot possible

Nice game you made there... I've played the game at 20 fps but it's not a problem.