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Cargo Space

By angriestscv

View on ldjam.com

CategoryRankScoreCount
Overall2.719
Fun2.649
Innovation2.429
Theme2.649
Graphics2.009
Audio2.219
Humor2.009
Mood2.509

Comments

ruba 2017-12-05 17:31

I would love to see your build under Windows or Mac! :)

incomplete 2017-12-06 21:11

Hi @angriestscv. I would like to play your game, but I don't know how to build it. Never seen the file ending .rs before. Could you provide a short description how to build and run it or otherwise publish a build for Windows and/or Mac?

angriestscv 2017-12-06 23:21

"rs" is the file extention normally used for the "rust" programming language, a compiled language with a focus on efficiency and safety.

@incomplete, I can not provide binaries for Windows or Mac as I don't have a system running either of those operating systems. If you have access to a linux machine you can just install raylib and glut, download this project through git, and type "cargo run --release" and it should build assuming you have the proper libraries. I wish I had done a better job packiging this up as it is rather hard to get running, and next time I'll try to get a windows box and provide binaries.

mukult 2017-12-07 08:26

Cant play the game... windows build would have helped. :)

revolutiongt 2017-12-07 10:44

So unfortunate that this is Linux only. The only Linux boxes I have are virtual machines on devices that don't have high graphics capability.

vincent 2017-12-07 11:17

Very unfortunate that it is only a Linux build, prevents tons of players from testing the game :( I liked the description, so I wanted to try it out...

grentacular 2017-12-07 16:50

So the first thing that should be addressed is that "cargo run" only works if you have Rust installed on your Linux box. I did not have it installed on my virtual machine. Second, I know we're developers here but you have to remember a lot of people are using things like Game Maker and may not be used to compiling on the command line. Third, "just install raylib" makes it sound a lot easier than it is. Getting raylib to work knowing nothing but the name a massive pain, because it seems to be primarily designed for Windows (ironically enough). Glut is a little easier because I can apt-get it, but still annoying. Basically what I'm getting at is *always ship an executable*. Even someone who knows what they're doing will have trouble compiling your code if their system is too different from yours, so just send something out that they can run.

Quite frankly, I feel like I'm putting too much work into getting this to work at the moment, so I'm moving on for now. I may come back to it later.

epb9000 2017-12-08 04:03

ithinkitsrunning.jpg

So, I think I got a windows build running. Does this look right?

epb9000 2017-12-08 05:43

I got it compiled on Linux, and yeah, I'm getting roughly the same experience. (Slightly higher Framerate in Linux, though in both scenarios my framerate drops as the game progresses.)

My Windows build is here, but mileage may vary. It seems to work ok on my other Windows boxes. ~~https://s3.amazonaws.com/rrbits/dodgem/debug.zip~~ (Edit: Use the release build below)

Now for feedback: You made good use of the theme. A top-down shmup is a natural fit, and the slowdown when you pick up items. (I'm guessing I should have dodged those too?)

That said, the lack of instructions made it a little hard to figure out was was going on beyond 'Oh, I need to shoot those and dodge stuff.' Also, I couldn't figure out how to respawn after death, so I'd just close and reopen the game.

Be all that as it may, I still played a number of times as it's oddly addicting.

angriestscv 2017-12-08 06:22

@epb9000 That looks right, except I would really expect a higher framerate? Are you running in release mode and if so what are your computer's specs. I thought targeting 120 fps on the dev machine would be enough to let everyone play. (To make no assumptions about your knowlage type "cargo run --release" to get the release mode)

epb9000 2017-12-08 06:35

@AngriestSCV It runs quite a bit faster with release mode. At least on Linux - 59fps. Lemme reboot and try Windoze now. I didn't realize it would make as much of a difference to performance for debug vs. release.

This is my primary work laptop, since I'm sometimes working in incredibly remote locations, it's not exactly a powerhouse. It's a core i3-5150U with integrated HD graphics. It's looking like building in release configuration will alleviate the issue, but just to be sure, I shall check in Windows.

epb9000 2017-12-08 06:53

@AngriestSCV And that fixes the performance issue in Windows as well!

Here's a zip file containing the release build: https://s3.amazonaws.com/rrbits/dodgem/release.zip

@grentacular @incomplete @mukult @vincent @revolutiongt and @ruba are free to try running this release build themselves if they'd like. (Phew, I think I got everyone who expressed interest but couldn't play.)

angriestscv 2017-12-08 06:53

@epb9000 The target frame rate is 60 (so it is 59 point something in practice) so you are fine. If you really want to raise it check in main.rs, but be warned that I use a fixed time step for frames and I don't know if any frame counts are left that aren't scaled with the frame rate.

epb9000 2017-12-08 06:58

@angriestscv Oh sorry, I didn't mean to imply anything was wrong there. It's probably just rounding down to be honest. The release version plays perfectly on both this system and my desk workstation.