"Those Funny Funguloids!" -- v1.06 [+ Linux ver]
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- Gnoblar
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- mh
- Gremlin
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Thank you very much!steak wrote:This is an excellent and very addictive game!
Over 40,000? Damn, that's a good score! My personal "record" is 3870 (and 3810 with mouse.. ).. But that's just peanuts to yours.. Haha, I guess I need more practise!So far I've managed just over 40,000 but it would be cool to see if this is actually a decent score. Has anyone made it to six figures yet?
Stay tuned for a new, Eihort powered version of Funguloids.
.: An Ogre game: Those Funny Funguloids! :.
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- Gnoblar
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- mh
- Gremlin
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That's true, the score grows exponentially based on how much mushrooms you bring to the base. It starts slowly but gets to very big scores quite easily after, say, >= 20 mushrooms.steak wrote:The big scores kind of creep up on you though, I had about 4000 after the second stage but then after the third stage I shot up to about 33000!
It would be interesting to know how the scores are calculated.
Here's the exact formula: New score = (Previous Score) + 1.4 ^ (Number of Mushrooms) * 15
.: An Ogre game: Those Funny Funguloids! :.
- mh
- Gremlin
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Version 1.05 is up! Thanks to Ogre team for releasing Eihort.
.: An Ogre game: Those Funny Funguloids! :.
- mh
- Gremlin
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EDIT: Made a specific thread for the Linux port problems: http://www.ogre3d.org/phpBB2/viewtopic.php?p=216049
.: An Ogre game: Those Funny Funguloids! :.
- mh
- Gremlin
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I have released a preliminary Linux version with a simple makefile! This at least enables you to play. Hopefully somebody will contribute a more proper (autotools) package at some point, and perhaps even port the FMOD Ex parts to OpenAL / Audiere or something..
Enjoy! http://funguloids.sourceforge.net
Enjoy! http://funguloids.sourceforge.net
.: An Ogre game: Those Funny Funguloids! :.
- Aladrin
- Orc
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Hm, I'm having issues with compiling... It's looking for lua.hpp and I can't seem to figure out what package to install. I've got most all of them already in Kubuntu now. lol
Edit: It's always the last one 5.1 it was.
Edit2: Hmm... having trouble getting it to find libOgreMain-1.4.0.so even tho it's in /usr/local/lib and that path is in /etc/ld.so.conf.d/local Still playing with it, though.
Edit3: I dunno why this isn't working. I just went and compiled the ogre demos and at least the Grass demo works. (I didn't run the others.) `pkg-config OGRE --libs` gives -L/usr/local/lib -lOgreMain as it should, and as is evidenced by the fact that it's trying to find the library at all. -sigh-
Edit: It's always the last one 5.1 it was.
Edit2: Hmm... having trouble getting it to find libOgreMain-1.4.0.so even tho it's in /usr/local/lib and that path is in /etc/ld.so.conf.d/local Still playing with it, though.
Edit3: I dunno why this isn't working. I just went and compiled the ogre demos and at least the Grass demo works. (I didn't run the others.) `pkg-config OGRE --libs` gives -L/usr/local/lib -lOgreMain as it should, and as is evidenced by the fact that it's trying to find the library at all. -sigh-
- mh
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Hmm, that is strange.. I had problems on my Ubuntu (Edgy Eft as of now) that the librariy dir (/usr/local/lib) wasn't in the LD_LIBRARY_PATH, so I couldn't run anything I compiled. But since you can run the grass demo, that can't be it.. I don't know, that's all I can think of right now. Hopefully someone more adept with Linux will help.
.: An Ogre game: Those Funny Funguloids! :.
- Aladrin
- Orc
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Code: Select all
export LD_LIBRARY_PATH=/usr/local/lib
I have no idea why that isn't necessary for the demos and it necessary for Fungaloids.
And more good news: I FINALLY touched that fast yellow/orange thing Yay me!
The visuals are amazing on this game. I think that every single time I play it. Great job, mh!
Edit: Oh, and there was no sound. I didn't know if you knew that or not.
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- Kobold
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The environment variable LD_LIBRARY_PATH tells the system's dynamic linker where to look for library files. For a more permanent fix add /usr/local/lib to /etc/ld.so.conf or - if (k)ubuntu supports this - in a new file in /etc/ld.so.conf.d/ and run ldconfig (as the root user).Aladrin wrote:This does in fact make it work. :boggle:Code: Select all
export LD_LIBRARY_PATH=/usr/local/lib
However - I just dropped by to report that everything compiles and runs out of the box for me (Debian unstable) after installing fmod and the LUA 5.1 dev packages. However, anonymous CVS access on sf.net is not working right now...
Great game but I would agree that more than one life would be very convenient
- Aladrin
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- mh
- Gremlin
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Thanks for the comments, guys!
Aladrin: Nice to hear you got it working. I had problems with sound too, FMOD doesn't use ALSA on my box, it tries to use OSS and that fails if I have another application using sounds running. Once I got the sounds to work but that was before I had started any audio using programs..
I guess it would be good thing to port it to another sound system. I was considering Audiere, but I don't think it supports ALSA either. OpenAL is an option, but I have not used it before so I don't know how to do the port (as of now).
Aladrin: Nice to hear you got it working. I had problems with sound too, FMOD doesn't use ALSA on my box, it tries to use OSS and that fails if I have another application using sounds running. Once I got the sounds to work but that was before I had started any audio using programs..
I guess it would be good thing to port it to another sound system. I was considering Audiere, but I don't think it supports ALSA either. OpenAL is an option, but I have not used it before so I don't know how to do the port (as of now).
.: An Ogre game: Those Funny Funguloids! :.
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- Kobold
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I'll have a look at it tonight. It should be a rather quick one. Or so I hopemh wrote:OpenAL is an option, but I have not used it before so I don't know how to do the port (as of now).
Sorry, didn't saw that. Try to compare the output of 'ldd funguloids' and ldd on a demo. The demos might get their libOgre from somewhere else...Aladrin wrote:Thanks, but I did that already. As noted before, the demos work fine. It's only Funguloids that doesn't.
- Aladrin
- Orc
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Hah, I got it. That command told me that the demo wasn't using shared libraries, and that's why it worked. Apparently the ld.so.conf on Kubuntu Feisty is set to include *.conf ... and the files don't end in .conf.piet wrote:Try to compare the output of 'ldd funguloids' and ldd on a demo. The demos might get their libOgre from somewhere else...
It now runs (soundless) without a hitch! Thanks! I'm sure that'll save me tons of heartache in the future, as well.
- mh
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And now you can get sounds too! I noticed that if specifically told to use ALSA, FMOD Ex works fine on my system.Aladrin wrote:It now runs (soundless) without a hitch!
Add these lines to SoundSystem::SoundSystem in src/soundsystem.cpp, before the mSystem->init(...):
Code: Select all
result = mSystem->setOutput(FMOD_OUTPUTTYPE_ALSA);
if(errorCheck(result))
return;
EDIT: Yay, got my record in Linux: 7380! Btw, does the bloom work for you guys in Linux build? It did work for me at some point but lately it doesn't, for some reason.. Dunno why.
.: An Ogre game: Those Funny Funguloids! :.
- mh
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Oh crap, I just realised I made a stupid mistake.. Yeah, there's no bloom since I accidentally took that one line out which adds the compositor in question.. GCC warned about unused variable which was there, so I just took the line out without realising the bloom was added on the same line.. D'oh! I'll release fixed packages soon.Aladrin wrote:From what I remember, no... I don't think it had any bloom. I'll take a look again when I get home tonight.
UPDATE: The fixed Linux packages are up! I re-enabled the bloom compositor and made it use ALSA by default (can be edited from gamesettings.cfg -> use_alsa = off).
.: An Ogre game: Those Funny Funguloids! :.
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- Kobold
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Level one completed: grab the modified sources here (bloom is fixed in them): http://www.newbyteorder.net/funguloids_ ... .1.tar.bz2.mh wrote: piet: Cool, if you can get it ported over to OpenAL be sure to let me know! I think after the soundsystem.cpp is ported, only some changes need to be done in player.cpp (due to it storing pointers to playing samples in the class Player).
You will probably need to install the OpenAL development packages (both al.h and alut.h are needed, for Debian/unstable that is libopenal-dev and libalut-dev, other dists might have them in one package). It should even compile without fmod installed after removing the fmod linker flags in 'makefile' and deleting 'src/fmodexsoundsystem.cpp'. And it should compile under windows as it is.
Whether FMOD or OpenAL is used can be set in soundsystem.h (look for #define SOUND_SYSTEM_OPENAL). I moved the FMOD-related stuff into fmodsoundsystem.* while the OpenAL SoundSystem is scattered in the openal* files. Since some of the code is from another project, there are still some functions left that are currently not used (most notably the 3D sound methods (play3D() and setPosition()) which could be used for some cool audio fx The interface hasn't changed so there is no need to touch anything else.
On the downside, there is no music right now. Ogg support is on its way but it might take a day or two and it would be great to have autoconf configured before or at least have some dependency tracking working. However, with possible optional support for other audio formats like mp3 or mod it would be rather wise to go for autoconf/automake I guess
Using FMOD with ALSA on my system causes the sound to go away after picking up two or three mushrooms!? With OSS everything works perfect....and made it use ALSA by default
- mh
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This is great, thanks! It works quite well. I think I heard some cracks and pops now and then, maybe there's some OpenAL settings (buffer sizes etc.) than can be changed to remedy? But other than that, works fine.piet wrote:Level one completed: grab the modified sources here (bloom is fixed in them): http://www.newbyteorder.net/funguloids_ ... .1.tar.bz2.
I think that flag should be defined in the makefile (for now), instead of having to dig the source files. That's an easy fix, I'll do it once the packages are done (unnecessary code removed, music support in).Whether FMOD or OpenAL is used can be set in soundsystem.h (look for #define SOUND_SYSTEM_OPENAL). I moved the FMOD-related stuff into fmodsoundsystem.* while the OpenAL SoundSystem is scattered in the openal* files.
No problem, take your time by all means. The music support doesn't need to be as wide as with FMOD Ex, since there is no music included with the game currently (and if there ever will be, it's going to be in Ogg). I think if you get Ogg and Mp3 it'll be enough. Currently the music dir serves as a place for user music, should one want to play their own music files in the game background. FMOD Ex supports all kind of formats, including the MOD-type music, but that's not needed I think.On the downside, there is no music right now. Ogg support is on its way but it might take a day or two and it would be great to have autoconf configured before or at least have some dependency tracking working. However, with possible optional support for other audio formats like mp3 or mod it would be rather wise to go for autoconf/automake I guess
And I agree, getting the autoconf stuff in would be the best option in any case. Too bad I have no idea how to use them.. rUmbl3 was working on it a while back, I think.
That's strange. OSS has never worked too great for me, only when there's no other sound sources running.. But anyway, I think the ALSA default is still good choice, because (as said in INSTALL file), you can disable it from the gamesettings.cfg file. (use_alsa=off).Using FMOD with ALSA on my system causes the sound to go away after picking up two or three mushrooms!? With OSS everything works perfect.
Anyways, thanks again for your work, keep it up!
.: An Ogre game: Those Funny Funguloids! :.
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- Kobold
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OpenAL is quite picky on the sample format in my experience. I haven't looked at the sound files yet but it might be something in that direction. Or using too few channels which means that a playing sample might be interrupted at the wrong moment to free a channel for the next sound. However, it definitely sounds different (different mixing algorithms I guess)mh wrote:This is great, thanks! It works quite well. I think I heard some cracks and pops now and then, maybe there's some OpenAL settings (buffer sizes etc.) than can be changed to remedy? But other than that, works fine.
Yup, placing it in soundsystem.h was just a quick fix since I didn't know whether FMOD support will be dropped completely so I went for this hacky typedef solution. autotools put such things into config.h I think.mh wrote:I think that flag should be defined in the makefile (for now), instead of having to dig the source files. That's an easy fix, I'll do it once the packages are done (unnecessary code removed, music support in).
Ok, than that's the way I go...The music support doesn't need to be as wide as with FMOD Ex, since there is no music included with the game currently (and if there ever will be, it's going to be in Ogg). I think if you get Ogg and Mp3 it'll be enough.
Even if it's big and ugly it's not that hard. If anyone volunteers I'll do itmh wrote:And I agree, getting the autoconf stuff in would be the best option in any case. Too bad I have no idea how to use them.. rUmbl3 was working on it a while back, I think.
Definitely strange since everything else works perfect for me (at least in regards to ALSA, lol In any case I'm not going to look into this one since FMOD isn't my cup of tea. And I agree, OSS is hopelessly outdated.mh wrote:That's strange. OSS has never worked too great for me, only when there's no other sound sources running.. But anyway, I think the ALSA default is still good choice, because (as said in INSTALL file), you can disable it from the gamesettings.cfg file. (use_alsa=off).Using FMOD with ALSA on my system causes the sound to go away after picking up two or three mushrooms!? With OSS everything works perfect.
You're welcome. And how should I have passed on this game when it comes to hunt spacey 'shrooms in such a colourful spacemh wrote:Anyways, thanks again for your work, keep it up!