Hmm, it should not, the uploaded code was tested and should build and run just fine (on a windows machine).PokeParadox said:It could be a case sensitivity error with loading an image... causing the segfault.
			
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							Hmm, it should not, the uploaded code was tested and should build and run just fine (on a windows machine).PokeParadox said:It could be a case sensitivity error with loading an image... causing the segfault.
But Windows (NTFS) is incase-sensitive while Linux (e.g. ext) is case-sensitive. That means that Load("ASD.PNG") on Windows will load "asd.png". But on Linux it would crash.foxblock said:Hmm, it should not, the uploaded code was tested and should build and run just fine (on a windows machine).PokeParadox said:It could be a case sensitivity error with loading an image... causing the segfault.
Yup, that's why I suggested it... it has happened before and I suck for still not having a more graceful error message in Penjin.Jan-Nik said:But Windows (NTFS) is incase-sensitive while Linux (e.g. ext) is case-sensitive. That means that Load("ASD.PNG") on Windows will load "asd.png". But on Linux it would crash.foxblock said:Hmm, it should not, the uploaded code was tested and should build and run just fine (on a windows machine).PokeParadox said:It could be a case sensitivity error with loading an image... causing the segfault.
We do need voice actors, but not now actually. I still have to work out the script and we want to get the base framework finished before we start working on the actual levels and chapters.Jourdy288 said:I heard you needed music/voice acting? I know for a fact voice acting is something I can do, have you a script?
Also, I'm good with music, see here:
Parallax-Layer too?foxblock said:Engine / Graphics: I plan to use Penjin as the engine, it might be mostly undocumented, but we have its creator right here in the communityand it already runs on the Pandora, too. I will be 2D tile-based (of course), with a foreground layer, a background layer and collision layer (or maybe every tile gets a separate collision layer...)
Well, probably for the background image (which then will be bigger than the screen size and slowly scroll with the player movement), but not for forground and background tile layer (read: the actual level).fusion_power said:Parallax-Layer too?foxblock said:Engine / Graphics: I plan to use Penjin as the engine, it might be mostly undocumented, but we have its creator right here in the communityand it already runs on the Pandora, too. I will be 2D tile-based (of course), with a foreground layer, a background layer and collision layer (or maybe every tile gets a separate collision layer...)
Sorry, Im mad about this graphic effect, I really played to much Sonic onto the Megadrive. :lol:
Of course including a title screen, but having unit graphics, so we can put actual units in the map or even better tilemaps, so we can build actual maps would be great, tooJourdy288 said:Graphics? How about a title screen?
NLS said:Hey, was just sitting and playing a bit of Warioland II in the bathroom last night :lol: and then remembered this project.
Perhaps I could help out with some enemy sprites (or other stuff) if you need some help?
	