polymarsdev / terri-fried Goto Github PK
View Code? Open in Web Editor NEWA multi-platform C++ game made for Ludum Dare 46
A multi-platform C++ game made for Ludum Dare 46
Okay, so, obnoxious title aside, you broke the first rule of programming, and also makes contributing significantly more difficult. AFAIK this looks done and dusted, but, don't ever do this again.
so you know that video you made on how you made the game for 5 consoles in 48 hours? Well I was wanting to know how you made the game for the Wii version step by step. I'm trying to make a homebrew game for Wii called "Call of doody, when you got to go" and basically its like call of doody but with fart jokes and also its for those people who cant afford cod. Also hears a Wad file for it https://drive.google.com/file/d/1eGS8_dYm9QSp8K5PU-Uui0ceDsSXLLzM/view?usp=sharing also this is supposed to be a joke game. But if you can help me that would be Great
Alright, listen, im not a good coder. I can't even make an HTML website look good without some form of template, and my C++ knowledge is basically nothing. However, after watching the video on the process of porting the game to so many consoles, I realized this would be a really good mobile game! I was surprised PolyMars didn't make a mobile port.
After the idea, I frantically went through the GitHub code to possibly find a port that would be good for a mobile base (I don't know what to call it lol, basically just one that could be turned to a mobile game) but no luck.
I was wondering if anyone else could help with this idea? Im really committed to it now and it's been on the back of my mind for a while.
ps: sorry if my grammar is bad, English isn't my main language and my brain is ᵗⁱⁿʸ
The download page needs updating to allow you to download the compiled versions of the new ports for the switch, og Xbox &, etc.
Hello!
I'm currently a psp dev and would love a chance to fix the issues talked about in your video about this game.
I saw you mention multiple issues and I would like to address those for this port.
In addition It's months late and probably my fault for poor SEO but I have updated and ported intrafont (shown in your video as 9 years old). It now is totally fixed on the psp and also is ported to windows and the Sega dreamcast.
Lives here: https://gitlab.com/HaydenKow/libintrafont
I would also like to redo your audio code and then create examples for the toolchain examples folder that is in dire need.
Take care and thank you for sharing your game, the journey and the source.
-HaydenK
main.cpp:17:93: warning: variable 'player' is uninitialized when used within its
own initialization [-Wuninitialized]
...player(platforms[0].getX() + platforms[0].getWidth()/2 - 26/2, platforms[0].getY() - player...
~~~~~~ ^~~~~~
main.cpp:318:50: error: type 'double' cannot be narrowed to 'int' in initializer
list [-Wc++11-narrowing]
...SDL_Rect platformSprite_rect = { platforms[i].getX(), platforms[i].getY(...
^~~~~~~~~~~~~~~~~~~
main.cpp:318:50: note: insert an explicit cast to silence this issue
...SDL_Rect platformSprite_rect = { platforms[i].getX(), platforms[i].getY(...
^~~~~~~~~~~~~~~~~~~
static_cast( )
main.cpp:318:71: error: type 'double' cannot be narrowed to 'int' in initializer
list [-Wc++11-narrowing]
...platformSprite_rect = { platforms[i].getX(), platforms[i].getY(), 100, 3...
^~~~~~~~~~~~~~~~~~~
main.cpp:318:71: note: insert an explicit cast to silence this issue
...platformSprite_rect = { platforms[i].getX(), platforms[i].getY(), 100, 3...
^~~~~~~~~~~~~~~~~~~
static_cast( )
main.cpp:327:44: error: type 'double' cannot be narrowed to 'int' in initializer
list [-Wc++11-narrowing]
SDL_Rect playerSprite_rect = { player.getX(), player.getY()...
^~~~~~~~~~~~~
main.cpp:327:44: note: insert an explicit cast to silence this issue
SDL_Rect playerSprite_rect = { player.getX(), player.getY()...
^~~~~~~~~~~~~
static_cast( )
main.cpp:327:59: error: type 'double' cannot be narrowed to 'int' in initializer
list [-Wc++11-narrowing]
...SDL_Rect playerSprite_rect = { player.getX(), player.getY(), 32, 32 };
^~~~~~~~~~~~~
main.cpp:327:59: note: insert an explicit cast to silence this issue
...SDL_Rect playerSprite_rect = { player.getX(), player.getY(), 32, 32 };
^~~~~~~~~~~~~
static_cast( )
main.cpp:330:45: error: type 'double' cannot be narrowed to 'int' in initializer
list [-Wc++11-narrowing]
SDL_Rect lavaSprite_rect = { 0, lavaY, 800, 48 };
^~~~~
main.cpp:330:45: note: insert an explicit cast to silence this issue
SDL_Rect lavaSprite_rect = { 0, lavaY, 800, 48 };
^~~~~
static_cast( )
1 warning and 5 errors generated.
Running into psvita C2-12828-1 error code when running the game.
Hi. Can you share source code for PSP version of the game?
I want to add some new functionality.
When I open Terri-Fried on my ds the screen goes black and I have to reboot.
Got an
[1] 3206 segmentation fault (core dumped) ./Terri-fried
After compiling on Linux.
With more ports being added recently, it's only going to become more difficult to add new features and fixes due to each port pretty much having its own entirely separate source.
Things we should abstract:
One way I'm quite familiar with already is having abstracted functions in one separate folder for each platform, so that game sources can include the appropriate abstracted functions for the platform being built for, through something like #define PLATFORM_XXX
(And there will still be separate Makefiles for each platform, so the specific folder with abstracted functions for that platform can be added easily)
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