Release GameLV


ptitSeb

Serial Porter
Joined
Aug 15, 2012
Messages
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Age
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Location
France, near Lyon
Here is GameLV, an OpenSource point'n click Adventure Game.
preview1.png

The game use SDL and OpenGL (using gl4es) and runs well on all Pandora model. This is mostly vanilla code, not much to add.

History log
=========

Build 02
-------------

  • Faster video (skippable with Space)
  • Attempt to have bigger fonts
Build 01
-------------

  • Initial build
  • Using 640x480 centered display
 
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"Be warned though: references to drugs, alcohol, cigarettes, pornography and violence are common in this game." :^)
 
I've read that the English translation isn't complete (and quite shabby), has that changed and is there some desktop Linux package of it somewhere?
 
do you have list of this open source'd stuff, which is/was hard to port?
Nothing new if i recall correctly. Most of this are already on your list (great job done there), some done by ptitSeb or in the port request thread.
If i find something new i'll write on port request thread. :)
 
Since Gothic 3 is in that list (which I had as a signature here for a while btw), was there ever an attempt of making a Linux port of it?

Well, sadly, no.. this source code came into the hand of a selected group of the community, which apperently stopped working on it some years ago. Someone should try to convince them to "open" it.... ;) (kind of approved by archivist Jason Scott)

Nothing new if i recall correctly. Most of this are already on your list (great job done there), some done by ptitSeb or in the port request thread.
If i find something new i'll write on port request thread. :)

thank you! this page is heavily dependend on the input of the community.
I got more and more the feeling I'm far away on scratchin the barrel, the longer I work on this page the more stuff i found... so much stuff lost in time it seems...

For instance,Team 47: GoMan was open sourced but it seems no source code copy survived on the web. And now lets think about the many instances when even the open sourcing itself got completely unnoticed....
 
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For instance,Team 47: GoMan was open sourced but it seems no source code copy survived on the web.

uhmm maybe someone could contact the original developer https://web.archive.org/web/19990209151307/http://www.47-tek.com/credits.htm

47-TEK Staff:

Executive Producer, CEO:

Mark Hirsch more
markhirsch@47-tek.com
mhirsch@s3.com
www.s3.com



V.P. Marketing:

Richard Hirsch



Producers:

Derek Mitchell
derek_mitchell@cse.ucla.edu

Joe Lyford
jlyford@dnai.com

Max Deardorff



Sr Director:

Max Deardorff



Character Design & Story:

Dan Ross .. more
dross@presage.com

Art:

Dan Ross .. more
dross@presage.com

Jeff Weir
austweir@pacbell.net

Programming:

Jeremiah "Spudde" Child
spudde@siblabs.com

( http://www.siblabs.com ).

Bruce Abe
babe@dnai.com
Bo Yuan
bo.yuacybersafe.com
Tim Glasser

Kevin Shapiro



Music & Sound:

Joe Lyford
jlyford@dnai.com


Associate Producers:

Jen Childs
jen@good-egg.com
http://www.good-egg.com

Tom Chiang
chiang@netcom.com

Production Coordinators:

Lisa Janner

Risa Matsuki
risadance@usa.net
Marbles47@aol.com

Tina Deardorff


Lisa Digregorio



D3D porting:

Inventec TianJin

Robert Lamb .. more
\rlamb@usa.net



Director of Public Relations
& Corporate Counsel:

Erik Pedersen



Corporate Counsel:

Claude Stern, Fenwich & West


Accounting:

Irene Lian

Jim Cole & Jim Jourdonaiss

Coopers & Lybrand


Administration & Public Relations:

Irene Lian
ilia@dlink.com
Shiho M. Hirsch





coclogo.gif

Coconuts Staff:



Main Staff:

Yoshiyasu Horiuchi

Hiroo Miura

Asako Kaneiwa

Kayko Horiuchi



Special Thanks:

Kazue Hirose

Kotaro

Daisuke



Supervisors:

Atsuo Kazama

Masao Doi

Takayuki Yasutomi



Executive Producer:

Ryozo Gohara





Dedicated to the

memory of Eric Kasner



Special Thanks:

47-Tek would like to give special thanks to Mr Sayling Wen, Mr Richard Lee,
Mr Richard Hirsch, Mrs Carolyn Hirsch, Mr Jackson Chang, Mr. Say-yee Wen & Dr K.S Lin
for their generous contributions that helped make Team 47 GoMan possible.
 
Huh, exactly my humor, too bad it only has text, a dubbing would make this game a real gem.

Anyway to this port:
The touchscreen behaves weird, changing its calibration when you hit an edge.
The fonts are a tad too small to read comfortable i would say.
 
I found the red text on a black background combined with a small font a little hard to read on s-video TV out, but not so bad I couldn't play - I just didn't get to the end of every sentence in time on my first play through.

I found the opening movie to be especially annoying, especially as I started playing while I was still downloading stuff in pndmanager, and that slowed down the frame rate. Not quite so bad once it was the only non daemon process running, but still a little slow. I also got a crash when running it with pndmanager (on my 512MB GHz unit)l, but I couldn't reproduce on testing it properly.

I'll give this game another go when my Pandora is off charge, but so far so good.
 
I can try to have a look to make text more readable, but not sure I can do something here.
[doublepost=1491211527,1491198197][/doublepost]New build on the repo. The video should be much faster now, using RGB565 and Streaming texture (but you can skip them, pressing space). I also try to have slightly larger fonts. I hope text still fit the screen. I try to change a couple of text that seems not fitting (by adding a crlf), but if you spot some other, please report them and I cut them too.

Build 02
-------------

  • Faster video (skippable with Space)
  • Attempt to have bigger fonts
 
Thanks for the update. The opening video is much more tolerable now, and being able to skip it is very handy (wouldn't return or B/X make more sense to skip than space?). I only noticed on line of text in the shop that ran off the screen, and it was only a 'joke' text anyway.

Unfortunately in testing this I managed to reproduce a crash bug. It happens on exiting a scene (the first crash was testing build 01 and happened on exiting the avenue, and the second was just now on exiting the bar back to the shop). I checked the pndrun.out but I can't see anything between initialisation logs and the FAILED message unfortunately.
 
Thanks for the update. The opening video is much more tolerable now, and being able to skip it is very handy (wouldn't return or B/X make more sense to skip than space?). I only noticed on line of text in the shop that ran off the screen, and it was only a 'joke' text anyway.

Unfortunately in testing this I managed to reproduce a crash bug. It happens on exiting a scene (the first crash was testing build 01 and happened on exiting the avenue, and the second was just now on exiting the bar back to the shop). I checked the pndrun.out but I can't see anything between initialisation logs and the FAILED message unfortunately.
I can put any button to skip the Intro Movie probably yes.

About the crash, is it reproducible or kind of random?
 
I've tried reproducing steps to it, but have failed to find any reproducible steps thus far. It has happened thus far in two our of four playtests, from the start (I haven't actually figured out how to save yet). As I say, always on scene transitions, nothing logged for it, but basically random in which scene exit/load it will crash at.
 
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