Hello my name is Daniel Hanrahan and I am wondering if my games here are fun and they do allow add-on mods. If you are wondering yes these games are the final product but that does not mean it won’t get updates because there is always a chance of that happening. Do you think these games follow both the modular and malleable philosophies for software or tools in general Sincerely, Daniel Hanrahan

Bowling_Mega_Mix: https://github.com/Daniel-Hanrahan-Tools-and-Games/Bowling_Mega_Mix Untitled_Knight_Game: https://github.com/Daniel-Hanrahan-Tools-and-Games/Untitled_Knight_Game The_Game_Of_Trusters: https://github.com/Daniel-Hanrahan-Tools-and-Games/The_Game_Of_Trusters Quest_For_Chalice: https://github.com/Daniel-Hanrahan-Tools-and-Games/Quest_For_Chalice Bug_Invasion: https://github.com/Daniel-Hanrahan-Tools-and-Games/Bug_Invasion

  • Powderhorn@beehaw.org
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    2 days ago

    I took a look at the first link, and I don’t mean to be rude, but what you’re expecting of users is downright hostile. Downloading a game engine and then runtimes to manually compile your game isn’t going to snag a lot of casual interest.

    From your description:

    You need to compile this project, and to compile this project you first need to have the godot engine with C#/.NET support which the download link is underneath this line, second you put the Bowling Mega Mix folder on your local machine, third you need to open that same folder in the engine, fourth compile the project either using the play button or something else.

    To put new files in this repository you need github desktop, Here is a link to ubuntu based linux distro version of github desktop: https://gist.github.com/berkorbay/6feda478a00b0432d13f1fc0a50467f1 and whatever you do, do not use gitkraken as your github desktop replacement or linux version, it does not work.

    Before you get the engine or compiling the project, you are going to need the .net sdk and runtimes and you may want to install an older version because sometimes the latest version does not work and here is a link to the directions on how you install it on linux: https://learn.microsoft.com/en-us/dotnet/core/install/linux?WT.mc_id=dotnet-35129-website, to install an older version you change the version number to a lower number in the terminal.

    To use mods you use the version 2 or later folder, you drag the mod folder in that very same folder and the mod folder must be called Bowling Mega Mix Mod and .tscn file must be called ModBowlingBall.tscn and lua scripts must be called ModBowlingBall.lua and ScoreLayer.lua

    You posted as though you’d like feedback from people spending five to 10 minutes with your game, but you’re turning this into the better part of an evening by not having something one and done. That’s not how you draw testers.

    It’s cool that you’re being so prolific, but please don’t ask people to install software other than yours for your software to work. If a .NET download link needs to be thrown into the .msi, so be it, but this should not be a multistep process (for *NIX, provide a script).

      • TehPers@beehaw.org
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        2 days ago

        Seconding this. Flatpak would be a lot simpler and would make me a lot more comfortable (assuming I had the time to test at all).

        On Windows, either a .msi, or just zip the build output and send that.

        GitHub also supports releases, so create a release on GH, then put your build artifacts there for people to download. Even better if it’s done automatically through a workflow (not that I care as a user, but it makes your job easier when publishing releases),

    • danielhanrahantng@beehaw.orgOP
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      2 days ago

      I am not trying to be hostile, I just have those instructions and do not have a compiled version on repository because there are so many cpu and os combinations and you can’t run a application compiled for arm run on x86 cpu or run a application compiled for Linux run on Windows, do you have better solutions to run software on anything while still keeping efficiency.