the Tuning




the Big Game pre-alpha


Platform + pnc engines combined.



Linux Install Troubleshoot


Written by Edwin Vigneau.

The following are instructions to run the linux versions on certain linux distributions in which they do not run out of the box.
All commands are to be entered in a terminal.

A 64-bit linux distribution is required.

Debian 9 (“Stretch”)

libssl1.0.0 is missing and it is not in the repositories. Install it from the “Jessie” repositories or download it from https://packages.debian.org/jessie/amd64/libssl1.0.0/download

Fedora 27

openal is missing, install it with:
su -c ‘dnf install openal-soft.x86_64’

libGLU is missing, install it with:
su -c ‘dnf install mesa-libGLU.x86_64’

libssl1.0.0 and libcrypto.so.1.0.0 are missing, but they are not in the repositories or even available as a package. We need to compile them from the source code.

If you don’t have gcc, install it with:
su -c ‘dnf install gcc’

Download the source code from:
https://www.openssl.org/source/old/1.0.0/openssl-1.0.0s.tar.gz

Extract the archive

Open a terminal in the extracted directory

compile it with:
./config shared
make

Move the compiled libraries to their proper place with:
sudo cp libssl.so.1.0.0 /lib64/libssl.so.1.0.0
sudo cp libcrypto.so.1.0.0 /lib64/libcrypto.so.1.0.0

The game should run now.

~~

If your distribution is not mentioned here and the game does not run, start the game from a terminal.
If there are missing libraries, their name will be shown so that you can install them.
They may not be in your distribution’s repositories however, since some are quite outdated.
You may have to compile them from source.



Linux games now available!


Hi there, Linux / Ubuntu users!
Today is your day. I finally managed to harness the knowledge of creating virtual machine, installing Ubuntu on it and connecting it to my good ol’ PC work station. Thus, linux versions are now a reality. Get them all here:

10 Gnomes in Trstenik
The Peter Navarre Crecy Evaluation
Where is 2018?
the Ravine

These builds were created to the exact specifications of Game Maker Studio 2.
I used Ubuntu 14.04.5 LTS (Trusty Tahr) as instructed by the how-to page.
They say it’s the only version of Ubuntu they support right now that creates stable builds of games.

If you run into problems while trying to run those games (missing libraries etc), read this troubleshoot article written by Edwin Vigneau.

Believe me, connecting Ubuntu Virtual Machine to Game Maker Studio 2 on my PC is kind of a peak of my tech-savviness when it comes to Linux. The process is then automated, therefore tweaking it by me myself is out of the question for me.

However, I hope majority of you will be able to open and play these games! A side note: this only concerns games from 2017, which were created in Game Maker Studio 2. Games from 2016 were done in a previous version of the studio without access to Linux versions. Buying that access on a defunct and unused engine now seems a bit redundant, doesn’t it?

(Yes, that also means that all my future releases will be available on Linux on premiere day as well).

Happy days ahead!



10 Years of 10 Gnomes


Lately I found this small article from 5 years ago. I noticed that the time span in that article was also 5 years. Which means 10 Gnomes were created as a concept 10 years ago. Somehow that fact hit me more than when Submachine turned 10. Somehow I was ready for Submachine being this old, but Gnomes?… Well, time flies, as usual. Now’s the moment to time stamp this occasion.

Also: a quick study on how to completely destroy a city skyline by building skyscrapers without proper urban design. Sheesh.

[  click on pictures to zoom in  ]



Submachine Universe Q&A; January 2018


1. At the ends of Submachine 10 and Submachine Universe, the Player ends up in a desert. What is the significance of this place for people like Murtaugh and Elizabeth, and where is it located with respect to the rest of the Submachine? Is it a foreign planet, as it appears, or is this an alternate Earth?

The desert is located on Earth, it’s just another layer of reality, as those layers span over entire universe, so you can get a planet set in different layers having different characteristics, like atmosphere or number of moons. This explains green hue and two moons in this particular instance.

2. Where is the Edge located exactly? Is it a wall between the Core and the Outer Rim, or is it surrounding the Outer Rim? Or both things are true, and we travel to the outer part to disable the inner part’s defences? How does one explain the human infestation map in Submachine 6?

The Edge was evolving with the expansion of the subnet. It was firstly created as a measure of defence for the core, but then was expanded to cover more and more ground regarding expanding nature of the entire subnet. Yes, we travel between different parts / rings of defences. Infestation map was created by artificial intelligence.

(more…)



2017 wrap-up


 

Well, here we are again.

I feel we’ve been doing this for so long, you already know what I’m going to say here. First wrap-up was, uhm, 5 years ago, a simpler time before we were all basically connected by the hip by social media. Nevertheless, let’s dig into this list for the sake of preserving the process. Let me open last year’s wrap-up in another tab, and see…

(more…)



Yearly comic page efficiency record: 134/2017


134 comic book pages in 2017. Previous record, 118, stood for 5 years.



Where is 2018? Top Popular game on itch.io


Wednesday, January 3rd 2018 – Friday, January 5th 2018.

:D



the Ravine


download to play (PC / Mac / Linux) | voting results

This one is an odd one. You see, I decided to take part in the very first Game Maker’s Toolkit game jam. Because why not. The theme of the jam was – dual purpose mechanics. Yeah, I know. And this is what I came up with after… uhm… about 24 hours of thinking about it. The jam was already well on the way when I came up with this idea.  That left me roughly 36 hours to create this game. From scratch. Since they were very strict about rules and everything had to be done on the fly as I went – that’s how I did it. All code, graphics, ideas, sounds and everything was created during that 36-hour period on one weekend. When I count the hours I think I did it in about 32 hours, since I finished about 4 am, four hours before the deadline. It’s as good as it gets I guess. I found out that it’s really easier to take part in a comics 24-hour project than in 48-hour game design project.

Anyway.

Here it is. Enjoy.


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