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/LD25Public

Colorful - Ludum Dare 25 (December 2012) entry

License

Unknown, GPL-3.0 licenses found

Licenses found

Unknown
LICENCE-ASSETS.txt
GPL-3.0
LICENCE-CODE.txt
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suve/LD25

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Colorful is a simple 2D side-shooter game, originally created in 48 hoursfor theLudum Dare event, 25th edition (December 2012).

This is the "post-compo" version of the game - it has received numerousenhancements and bug fixes.

Screenshots

FirstSecond

Download

Packaging status

You can download the game fromItch.io,Flathub,F-Droid,or from theReleases tab here on GitHub.

The game is available for Linux, Windows, and Android.

Get it from FlathubGet it on Itch.ioGet it on F-Droid

Build it yourself

To build Colorful, you'll need the following dependencies:

Getting the SDL2 units

Before you can build, you need to get a copy of Pascal SDL2 units.The recommended version to use can be found in thePGD SDL2-For-Pascalrepository, although you're free to try compiling the game using any others.

The repo links to aforementioned headers by the means of a git submodule,so if you don't want to experiment, run the following commands:

$ git submodule init$ git submodule update

This should fetch the SDL2 headers for you.

Configuring the build

The build process includes a custom configuration script,which can be used to tailor the build process to your needs.The script takes the following options:

  • --android
    Controls whether Android-specific build settings are enabled.The default value isfalse.

  • --assets <bundle, standalone, systemwide>
    Specifies where the game should expect asset files to be located.

    • bundle: Assets are expected to be found two directory levelsabove the executable, like in the following structure:
      • bin/linux64
      • bin/win64
      • gfx/
    • standalone: Assets are expected to be found in the same directory,right next to the executable.
    • systemwide: Assets are expected to be foundin${PREFIX}/share/suve/colorful.

    The default value isstandalone.

  • --compat <auto, v1, v2>
    Controls whether the game should be built with compatibility for old configfiles and savegames. This means that users upgrading from an old versionof the game will have their settings and savegames preserved.

    • v1: Include compat code for v1 files.
    • v2: Support only v2 files.

    The default value isauto, which resolves tov2 for Android buildsand "v1" otherwise.

  • --debug
    Controls whether debugging features are enabled.The default value isfalse.

  • --donate
    Controls whether the "Donate" option appears in the main menu.The default value istrue.

  • --fpc PATH
    Use the Free Pascal Compiler located atPATH.The default is to usefpc.

  • --flags FLAGS
    PassFLAGS to fpc. Can be specified multiple times.

  • --ogg-quality QUALITY
    Encode sound effects to.ogg with this quality setting.The default value is10.

  • --platform <auto, desktop, mobile>
    Controls whether the game should be built in desktop mode (keyboard focus,no touch controls) or mobile mode (touch, extra menus for accessibility).The default value isauto, which resolves tomobile when buildingfor Android, anddesktop otherwise.

  • --prefix PREFIX
    Controls the path prefix used when installing the app and - if built withassets set tosystemwide- when loading assets.The default value is/usr/local.

  • --strip
    Controls whether the built executable should be stripped of debug symbols.The default value isfalse.

The option syntax is--option=value.Passing--option value will result in an error.For boolean options, the value can be omitted; it will be treated astrue.

The script generates a Makefile, so once you've configured everythingto your liking (or just decided to go with the defaults), you can buildthe game through the usual method:

$ make all

Installing the game

If you setassets tostandalone (the default value) during theconfiguration phase, the game is ready to go. You can launch the executablefound atbuild/colorful and enjoy yourself. Since the game storesits configuration file and savestates inside the user's home directory,it should continue to work even if moved to a non-writeable location.

If you're trying to package the game for Linux, go back and ensure you'veconfiguredassets tosystemwide, and specified theprefix.If everything checks out, you can go ahead and use theinstall targetdefined in the Makefile.

$ make install [DESTDIR=]

Building for Android

Android is a bit of a tough cookie.You can find all the extra code (Java/JNI glue, manifests, etc.)and build scripts inside theandroid/ directory.

Licensing

Colorful is subject to two different licences.

  • Game code (found in thesrc/ directory) is available under the terms of theGNU General Public License, version 3, as published by the Free Software Foundation.The full text of this licence is available in the LICENCE-CODE.txt file.

  • Anything not covered by the point above is made available under the termsof the "zlib with acknowledgement" licence. The full text of this licenceis available in the LICENCE-ASSETS.txt file.

Random rambling

The code, as you can expect from a game made for a 48h compo, is quite crappy.Since this is a post-compo version, some cleanup has been made,functions have been moved, comments have been added.But it's still far from being state-of-the-art, so don'texpect me to cover the damage if you hurt your eyes looking at it.

While getting the game to compile for Android was fairly easy, making it runin a sensible matter was a whole other issue. As such, the code is riddledwith Android-specific quirks and workarounds. Some of these should be fairlyobvious in what they do, but some are quite literally workarounds forbehaviour I didn't bother to properly diagnose.

So anyway, feel free to read, observe, and despair. I mean, learn.Like, you know, I made a game and you didn't, so you can learn from me.Yeah.


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