Hey there. I tried building the game for Fedora 17. I downloaded the Enigma Engine, but when I tried to import your project, a bunch of things showed up.
It might be related to the version of gcc I'm using, or not.
Initializing global scope.Undefining _GLIBCXX_EXPORT_TEMPLATE Dumping whiteSpace definitions...Opening ENIGMA for parse... ERROR in parsing engine file: this is the worst thing that could have happened within the first few seconds of compile. / | | \ \ | | | \ / / \ \ | | | | | / /\ \ / / | /# \ | | | \ * ` \ \ / = # ` | | | # ___/ / / _`---^^^ `. | | .* # = | \ | = # __/ .\____-------^^ `. / # # \ | = = | \___ # #___--^ ^^^^^^^^^^^
In file included from /usr/lib/gcc/i686-redhat-linux/4.7.0/../../../../include/c++/4.7.0/bits/stringfwd.h: Line 45, position 1: Expected type name or keyword before identifier code snippet: .h>
I had a lot of fun playing it, though I admit I didn't fully explore everything until after a friend pointed out that there are several villages to the right of where you start.
Combat could've been a bit more intuitive than "hold the mouse button to shoot", I think if it was just a click, it would've been easier. Other than that... great job!
@surt: Those tiles are licensed CC-By-SA3, GPLv3 and GPLv2. The author wishes to keep the code to himself, and cannot use those tilesets for that reason.
Darn, I feared it was due to c++11. Is there a way to get it to use the old compiler? Maybe setting a flag before running it or something like that?
Sure, I'll try it tonight and will report back. Thanks!
I'm glad you like it! I think this is one of the few games I'll revisit later, but with a friend or three and play a bit. Does it feature PvP?
Hey there. I'm trying to run this game on Fedora 17.
I managed to compile it using Fedora's built-in Haskell, but whenever I run it, it returns an error:
[Nushio@Serenity bitbrawl]$ ./bitbrawl
bitbrawl: Prelude.head: empty list
I have no idea what's wrong or missing! :(
Hey there. I tried building the game for Fedora 17. I downloaded the Enigma Engine, but when I tried to import your project, a bunch of things showed up.
It might be related to the version of gcc I'm using, or not.
Initializing global scope.Undefining _GLIBCXX_EXPORT_TEMPLATE
Dumping whiteSpace definitions...Opening ENIGMA for parse...
ERROR in parsing engine file: this is the worst thing that could have happened within the first few seconds of compile.
/
| |
\ \
| | |
\ / / \
\ | | | |
| / /\ \ /
/ | /# \ | |
| \ * ` \
\ / = # ` |
| | # ___/ /
/ _`---^^^ `. |
| .* # = | \
| = # __/
.\____-------^^ `.
/ # # \
| = = |
\___ # #___--^
^^^^^^^^^^^
In file included from /usr/lib/gcc/i686-redhat-linux/4.7.0/../../../../include/c++/4.7.0/bits/stringfwd.h: Line 45, position 1: Expected type name or keyword before identifier
code snippet: .h>
namespace std _GLIBCXX_VISIBILITY(default)
{
<<>>_GLIBCXX_BEGIN_NAMESPACE_VERSION
template<typen
Code snippet unavailable; possibly heavily buried in untraceable macros or instantiations.
After that, I tried to run the game, but got this error:
Syntax error in script `scr_initialize_character_sprites'
Unknown function or script `ds_map_exists'
The terminal output says:
SYNTAX CHECKING AND PRIMARY PARSING:
28 Scripts:
for ( a = 0 ; a < global . ; aniLength ; a += 1 ) { for ( i = 0 ; i < global . ; dirLength ; i += 1 ) { var ; last_part = "_" + global . ; ani [ a ] + "_" + global . ; dir [ i ] ; var ; a0 = "spr_" + argument0 + last_part ; var ; a1 = "spr_" + argument1 + last_part ; var ; a2 = "spr_" + argument2 + last_part ; var ; a3 = "spr_" + argument3 + last_part ; var ; a4 = "spr_" + argument4 + last_part ; var ; a5 = "spr_" + argument5 + last_part ; var ; a6 = "spr_" + argument6 + last_part ; var ; a7 = "spr_" + argument7 + last_part ; if ( ds_map_exists Syntax error in script `scr_initialize_character_sprites'
Unknown function or script `ds_map_exists'
Hey, I wrote a review for your game. http://k3rnel.net/2012/08/14/lpc-game-review-alchemist/
I liked it a lot, despite it being super cruel towards the player :P
Hey Seve, I wrote about your game in my blog http://k3rnel.net/2012/08/11/lpc-game-review-big-island/
I had a lot of fun playing it, though I admit I didn't fully explore everything until after a friend pointed out that there are several villages to the right of where you start.
Combat could've been a bit more intuitive than "hold the mouse button to shoot", I think if it was just a click, it would've been easier. Other than that... great job!
FYI, I wrote a small review of your game in my blog. http://k3rnel.net/2012/08/08/lpc-game-review-castle-defense/
It's one of the best games I've played so far from the LPC. Congrats! I really liked the concept and the execution was perfect! :-)
@surt: Those tiles are licensed CC-By-SA3, GPLv3 and GPLv2. The author wishes to keep the code to himself, and cannot use those tilesets for that reason.
It worked! I managed to play the game for a while. A review is coming up shortly :-)
Update: It's up! http://k3rnel.net/2012/08/14/lpc-game-review-song-of-blood/
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