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future-mari0

Posted: Tue Jan 19, 2016 6:50 pm
by radgeRayden
I think we all know what mari0 is about, right? If not, go check it out at http://stabyourself.net/mari0/.

future-mari0

The latest version of the original mari0 game by stabyourself was released against the 0.8.x version of löve. Last year I wanted to run it from source, so I ported the game to 0.9.2, and, unaware that anybody would want it, kept it to myself.
Yesterday however we got a question on IRC about running the game on a raspberry pi 2, and it turns out it would (apparently) need a 0.10.0 port. I figured most of the work was already done and offered to do it. The result is future-mari0.

You can get it on my github repo: https://github.com/radgeRayden/future-mari0.

It's still an incomplete port as going through their code is proving to be harder for each fix. Some features still crash the game or are supported incorrectly, and I think I might have introduced a few bugs with the second port. Regardless, feel free to test it and report any issues over Github. Help would also be appreciated.

Re: future-mari0

Posted: Tue Jan 19, 2016 11:52 pm
by rmcode
I'd be willing to help out. Do you have a todo list of what needs to be fixed?

Re: future-mari0

Posted: Wed Jan 20, 2016 12:42 am
by radgeRayden
I'm still in the process of avoiding crashes on some modes; my immediate goal now is to fix the crash on local multiplayer. I'll probably make an issue with a to-do list as soon as I identify more things not working. Also testing the game and reporting problems helps me plenty since a lot of things that can go wrong don't show themselves at a first look.

Re: future-mari0

Posted: Wed Jan 20, 2016 9:51 am
by jeffdamann
I will make a full playthrough of the game tomorrow, so that I can help you bugtest radge. Again thanks for porting this over.

People seem really interested about the prospect of love on the raspberry pi, but Im afraid many games won't work because If Im correct open gl es doesnt support shaders, but I could be wrong.

Re: future-mari0

Posted: Wed Jan 20, 2016 12:16 pm
by slime
jeffdamann wrote:Im correct open gl es doesnt support shaders, but I could be wrong.
In fact OpenGL ES 2 requires a shader to be used when rendering anything (LÖVE internally provides its own, when no shader is set).

OpenGL ES 2's shader language is slightly more limited than desktop OpenGL's though, so some shaders might need minor tweaks to run.

Re: future-mari0

Posted: Thu Jan 21, 2016 2:56 am
by radgeRayden
By the way if anyone can make GLSL ES version of these shaders: https://github.com/radgeRayden/future-mari0/issues/2
that would be incredibly great.