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Messages - vlag

Pages: [1] 2
1
Your projects / Re: iOS port
« on: March 21, 2018, 09:20:22 am »
Yes of course, could you just give me an email address so I can add you to the tester list ?

2
Development / Re: [SOLVED] Wrapper Segfault
« on: October 13, 2017, 10:15:48 am »
Sorry I'm late :)

Yes this ldflag is needed when you build a 64bit application against LuaJIT on OSX, it is described on the official installation page.
However I handle this flag in the OSX-related cmake file, could you just tell me how you've built the engine to check if this is a bug or not ?


Best regards.

3
Your projects / Re: iOS port
« on: June 26, 2017, 10:29:06 am »
Thanks ! :)


However unfortunately nobody seems to be interested in such a port, the package is still untested :P

I guess you should have more success with an Android port regarding the Solarus community. Now that touch events are handled in the engine and the ZMC quest includes features for virtual buttons, you should be able to build an Android test package without changing anything in both source codes (or a very few things in the quest code, basically changing an "if iOS" into "if iOS or Android")

4
Your projects / iOS port
« on: June 14, 2017, 12:41:20 pm »
Hi everyone,

I recently subscribed to the Apple Developer Program and tried to build a Solarus package for iOS which is accepted for an upload on iTunes Connect, only way to make external tests in the wonderful world of Apple's smartphone ;)
After a little fight with XCode, iSolarus is ready and available for 87 days on the TestFlight application, in a package containing the ZSDX quest.
For ones who want to test, you just have to install TestFlight and give me your email address so I can add you on the tester list.

For information, this package has of course only a preview/test purpose and won't ever be submitted for an App Store publication.
It's deployed for iOS 9.1 minimum and should run on armv7 and arm64.
About dependencies, the main binary is linked with LuaJIT 2.1.0-beta3, which is the first and only version to support arm64. however the JIT is not allowed on iOS, so the interpretation is still faster than using the plain Lua interpreter but it runs much slower than on other platforms, so you might see some slowdown.

5
Development / Re: Solarus, how to start on osx ?
« on: June 06, 2016, 12:25:31 am »
Ok I'm not sure of the context but the .app bundle is made to run the internal data quest, which means the one located in Solarus.app/Contents/Resources.
So far with the 1.4 version, you can either copy your quest into Solarus.app/Contents/Resources (or use this path as your work directory in the editor) and run the .app manually, or you can run your quest trough the command line with something like
$ Solarus.app/Contents/Resources/solarus <path_to_your_data_directory>/data

There are unfortunately no .app provided for the 1.5 version fo now, but there will be one when it will be officially released :)

6
Development / Re: Solarus, how to start on osx ?
« on: May 27, 2016, 01:27:21 pm »
Hi,

Are you trying to run the engine through the editor or the standalone version ?
In the first case, this feature is currently broken with the 1.4 version, you have to use the Solarus.app bundle provided.

Please let me know if you have trouble to run it.

7
Development / Re: Mac keyboard controls?
« on: March 05, 2016, 02:42:29 pm »
Thanks for the feedback.

You may help to debug, actually the Solarus bundle works fine for me on my developer environment, so I probably made a mistake when I was building the package.
Could you report the error message when running the Solarus bundle, and also the error message when running solarus_run through the command line ?

8
Bugs & Feature requests / Re: 1.4.4 on OS X (10.11.1)
« on: February 04, 2016, 12:19:39 pm »
Ok thank you :)

The Solarus package is actually just provided as a template in order to create your own package, and it is currently configured to run the sample quest (the quest to run is located in Solarus.app\Contents\Resources\data).
I'll check it tonight, thanks for your feedback !

9
Bugs & Feature requests / Re: 1.4.4 on OS X (10.11.1)
« on: January 31, 2016, 10:23:26 pm »
Hi all,

Could you just confirm that this package runs fine on a non-developer OSX environment ?
If yes, it can be used as the official 1.4.5 Solarus quest editor :)

10
Bugs & Feature requests / Re: 1.4.4 on OS X (10.11.1)
« on: December 16, 2015, 09:07:54 am »
Hi,

There is indeed some known issues with the OSX port of the editor, the good news is that there is also a test version that should allow you to run it.

Could you just check if the keyboard works fine for you when running a quest through the editor ?

11
General discussion / Re: Distribution
« on: May 10, 2015, 03:17:33 pm »
@Vinispmaker : The quest contains calls to the Solarus's API, and anyway, GCC has a GPL exception which allow to do much more than with usual GPL restrictions, I'm still not sure about the Solarus case (FAQ)

12
General discussion / Re: Distribution
« on: May 05, 2015, 08:45:01 am »
I don't see your point, but if you say so ...

13
General discussion / Re: Distribution
« on: May 04, 2015, 06:26:32 pm »
It depends on cases. http://www.gnu.org/licenses/gpl-faq.en.html#WhatIsCompatible

The combinaison of the engine and a quest make them a larger work, so ok for different licences, but they still have to be compatible.

14
General discussion / Re: Distribution
« on: May 04, 2015, 08:49:11 am »
Quote
You can use GPL software to generate some data with any license you want. GIMP is GPL and you can use GIMP to create non-free pictures (free as in freedom)

Yes but in this case, you don't have to distribute Gimp with your picture to be able to read it, while you always need to distribute the engine with a quest for now, which is impossible if the quest's licence is less restrictive than GPL.

As far as I understand, that only way to go with the GPL engine and a non-free quest is to distribute your quest alone and redirect users to the Solarus download page to download the engine, which is not very convenient for a commercial use (especially on OSX :P ).

15
Development / Re: Getting Started on a Mac
« on: April 29, 2015, 04:34:26 pm »
Sorry I'm late again :)

In the meantime I just noticed that you were not using the OSX bundle, which explain why the command doesn't work, assuming that files path were correct.

In this case, you have to install each libraries and frameworks for a developer usage.
Basically, you just have to copy each .dylib files into /usr/local/lib (/usr is an hidden folder with the graphical interface), and each .framework folders into /Library/Frameworks.

There is just an extra step for .dylib files, you have to download the source code of each ones and for the given version, and copy each "include" folders into /usr/local/include.

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