ptitSeb
Serial Porter
I'm not really an active developer, as I have very few software written by me (I do have a game in writting, planned for Pandora, but I haven't touched it for a few months now, all free time spent in porting), but I guess I'm an active Porter.
Here a ew screenshots of some (I have more on the works, but many just don't compile or just segfault or simply not finished) Ports I'm trying to complete, with current status:
: (guess the name, this one is really easy). I successfully compiled it, but it doesn't run correctly. There are many graphical fault even on menu screen, and it's worse ingame (I'll try to ake some screen grab this weekend to show the problems). this one won't shows-up on the repo soon
: (guess the name, a bit harder, but not too much). It's quite difficult to compile. Well, not game itself, it's Python based, but the underlying engine, FIFE, is huge beast, with a Generated C source file (containting all Python binding) of more the 5 Mo in a single file. The games runs, but a bit slow (using SDL, and I have segfault when trying to use Notaz's SDL). My main issu for now is Packaging. It's a bit of a nightmare, so it may shows on the repo or not soon, depending on haw the packaging goes... *EDIT*, This one is on the repo, but a bit slow.
: (this one is much more harder to guess, not a well know game). It's based on Irrlicht, and it's running very well on my Gigahertz Pandora. I have yet to package and test it on CC and Rebirth, but if all goes well, it should appears on the Repo this weekend. Note that there is an editor also, but it is commandline driven (I can setup some zenity script here) and use the Wheelmouse, so not sure if I package that in first build... *EDIT*, This one is on the repo, but no Level editor for build 01.
: This one is called FLAT, and it's little Arena FPS (single player) coded for a competition in 7days. Game plays well on my Gigaherts Pandora (don't know yet how it scale on other models), but I have to alter a bit more the gamplay, games is too difficult for now, I have to make the number of enemies apparing (and may be agressivness of them) more slowly...Not sure when I'll pubish this one in the repo. *EDIT* This one is on the repo.
I also have X11Basic interpreter compiled and working. Not sure of what to do with it (just add it to codeblocks or package a PND). It's command line only, and based on GFABasic. If I do a standalone PND, I have to add some minimal GCC componant so the compiler works (interpreter is a bit slow to my taste).
That's all for now...
Here a ew screenshots of some (I have more on the works, but many just don't compile or just segfault or simply not finished) Ports I'm trying to complete, with current status:
: (guess the name, this one is really easy). I successfully compiled it, but it doesn't run correctly. There are many graphical fault even on menu screen, and it's worse ingame (I'll try to ake some screen grab this weekend to show the problems). this one won't shows-up on the repo soon
: (guess the name, a bit harder, but not too much). It's quite difficult to compile. Well, not game itself, it's Python based, but the underlying engine, FIFE, is huge beast, with a Generated C source file (containting all Python binding) of more the 5 Mo in a single file. The games runs, but a bit slow (using SDL, and I have segfault when trying to use Notaz's SDL). My main issu for now is Packaging. It's a bit of a nightmare, so it may shows on the repo or not soon, depending on haw the packaging goes... *EDIT*, This one is on the repo, but a bit slow.
: (this one is much more harder to guess, not a well know game). It's based on Irrlicht, and it's running very well on my Gigahertz Pandora. I have yet to package and test it on CC and Rebirth, but if all goes well, it should appears on the Repo this weekend. Note that there is an editor also, but it is commandline driven (I can setup some zenity script here) and use the Wheelmouse, so not sure if I package that in first build... *EDIT*, This one is on the repo, but no Level editor for build 01.
: This one is called FLAT, and it's little Arena FPS (single player) coded for a competition in 7days. Game plays well on my Gigaherts Pandora (don't know yet how it scale on other models), but I have to alter a bit more the gamplay, games is too difficult for now, I have to make the number of enemies apparing (and may be agressivness of them) more slowly...
I also have X11Basic interpreter compiled and working. Not sure of what to do with it (just add it to codeblocks or package a PND). It's command line only, and based on GFABasic. If I do a standalone PND, I have to add some minimal GCC componant so the compiler works (interpreter is a bit slow to my taste).
That's all for now...
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