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They may not be in your distribution’s repositories however, since some are quite outdated.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.



Subnet Release


Click here to download.

And here we are. The most controversial and unexpected release of this year. Submachine Universe HD for free. This project started as an online exploration experience back in 2010, and now, almost seven  years later transformed into a proper HD sort-of game. And it’s also twice as big as the initial release. And it’s still an open project with more expansions on the horizon. It is the last and only project in Adobe Flash that is still active in my workshop. You can enjoy it for free before it’s inevitable recreation in more current technology. So take a long stroll along empty corridors of the Submachine and try to find all locations, all secrets, read all theories and discover all red herrings. Though it doesn’t look like much, there’s a lot to do here. But most importantly: enjoy!



Subnet Solution


This article is a follow up to >this one<, in which I expressed moral and technical problems that emerged while creating a HD version of Submachine Universe. Go read that one if you haven’t, it’ll make this one more cohesive.

First of all – thank you guys for all your comments, opinions and suggestions on what I should do in this situation. You really helped me to see the way. That’s why I’m doing this the way I am. I don’t want to keep you in suspense, so here’s what will happen and I’ll delve into the details afterwards.

I’ll be releasing Submachine Universe HD for free, as a downloadable game for PC and Mac OS X. It’ll be available to download just as my newer games, created in Game Maker on my website.

– From that point on, the Subnet will be updated regularly with new content on that free HD, downloadable version. These expansions will also remain free of any charge.

– Current small-windowed, online browser version therefore becomes obsolete and will be removed. You lose ability to play it in the browser, but you gain so much more, believe me.

– If you still want to pay for it, then please hold on to your money and spend it once my Big Game hits Steam. That will be exponentially more valuable than buying the Subnet right now.

Ok, Mateusz, that’s all great, but… WHY?!

I hear you ask, and just hold on for a minute, I’ll explain everything. Well, maybe not everything, like the meaning of life (32), but I’ll try to shed some light on why am I going with a solution that wasn’t even on the table in that previous article.

– Firstly and most importantly the Subnet was created for fans and in part by fans. As much as I hate the word “fan” as it doesn’t apply most of the times, here it actually kind of does. I’m talking about people who like Submachine so much, that they spend time writing theories about it, draw their own machines, locations etc. Some of them even created 3D renderings and real life models of parts of Submachine. As I said before, I can’t imagine this project stripped of that user-generated content. It would  be like ripping the heart out of it, and without it the Subnet is nothing more than bunch of empty rooms. All those people were making their contributions to the free version, and the only way to honor that is for the Subnet to remain free. As long as it is community-enhanced project, it has to stay free. So that settles the money issue right there.

– Secondly this move gets rid of the version multiplication problem. This one is more technical, but equally important to me. This solution allows me to keep the Subnet in just one version. No need for separate free, HD, enhanced, patreon-only or legacy builds. All reverted to the one and only free HD.

– Thirdly (thirdly?… Is there such a word?…) – let’s go back to your comments and suggestions. Most of you opted for the Steam solution, meaning recreating entire project in Game Maker and publishing it on Steam in due time. And I will, but that due time is probably several years from now, as I want to release my Big Game on Steam first, and then maybe go back to porting old stuff to it. And Steam version of Subnet will be drastically different from what we have now. That Steam version will have a price on it, so it probably will become a normal game, a large one, but stripped of user-generated content, rearranged and basically – completely new. But that’s ok, this current version of Subnet will remain free even then.

– Moreover, Steam version would mean abandoning current, Flash HD version. Which would be kind of sad, as I worked hard so it looks good. I just can’t toss it aside without sharing it with you. So once again, while selling it to you would be shady,  I can share it for free without any problems. I know some of you have been waiting for that HD version for a long time, and now postponing it another couple years when it is actually ready to be released seems kind of heartbreaking.

So…When’s the release date?

So here it is. A clean solution to all problems. Seems too good to be true, right? But you guys deserve this to be free as, in part, you’re responsible for it as well. I’ll be releasing the HD Subnet right after I finish two more locations for you to discover, which are kind of half-done.

You can wait a bit longer, right?

Cool.

See you later then.


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