mholtkamp / retro-league

Retro League GX is a clone of Rocket League made with the Octave game engine.
MIT License
49 stars 1 forks source link

Where is the source code? #4

Open iAmInActions opened 2 years ago

iAmInActions commented 2 years ago

Hello, I would like to make this work on my powerpc mac under linux but the download option for the source code in the release section and the repo itself both only contain the readme file. Is this only the release publishing repository and the code is in a separate repo?

mholtkamp commented 2 years ago

Hello! I'm actually in the process of adding the source code right now. I just pushed the game code and assets, but it relies on my game engine which isn't public yet. I need to clean up the engine and remove some of the code for a game I'm working on that I don't want to release the source code for. I'll ping this issue again once the engine source code is available.

iAmInActions commented 2 years ago

Ah nice, thanks!

iAmInActions commented 2 years ago

Ill make a fork for the PowerPC port then

cobalt2727 commented 2 years ago

will Octave be open to the public soon? getting excited to try out building this

mholtkamp commented 2 years ago

Hey guys! Okay I just made the Octave repo public, so it should be possible to build the game/engine now :D. I was in the process of making a video about using the editor / importing assets / other helpful info, but didn't get around to finishing it. But first steps first, it would be helpful if anyone can try building it because so far I'm the only person who has built this game so most likely you will run into some problems along the way.

mholtkamp commented 2 years ago

Normally you need to build the Editor first and then package the game for a specific platform to cook the assets, but if you just want to run on GameCube or 3DS, and don't care right now about changing any of the assets, then I can provide you with the EmbeddedAssets.cpp/.h and EmbeddedScripts.cpp/.h that will be needed to compile the game. You will need to place these in the folder "Rocket/Generated" and then you should be able to compile without doing anything in the editor.

GameCube files here: https://drive.google.com/drive/folders/161PB9alZPybUrgOOlot96UTlCEHx7oRA?usp=sharing 3DS files here: https://drive.google.com/drive/folders/1Y341joDrmONeGm_jrE69gKCZNrvcqaAI?usp=sharing

And I think the GameCube files should work with Wii

cobalt2727 commented 2 years ago

Package the project for Linux using File->Package Project->Linux. This is needed to generate engine asset files before running the game.

can this bit be done from the command line?

mholtkamp commented 2 years ago

No, right now it can only be invoked in the editor :(

mholtkamp commented 2 years ago

Ok so I just tried setting up RetroLeague on Ubuntu (it's been a while, I usually run on Windows) and I forgot to mention something important:

  1. You need to pass in the command line args -project ../Rocket/Rocket.octp when launching the editor (or game if it's not from the packaged build) in order to load the project. You won't be able to see the assets in the asset panel on the bottom left if the project file isn't set. You can also open the project file by clicking File -> Open Project and browsing to the .octp file in the Rocket folder, but it doesn't remember when you relaunch so I always just pass in the commandline arg.

I added some config files for VS Code so you should hopefully be able to go to the launch tab and run "Rocket Editor" or "Rocket Game" to make things easier. Of course that's only useful if you like using VS Code.

  1. There are a few actions in the Editor that bring up a file dialog for saving or opening, and those only work if you are using the Zenity desktop manager. I don't really have an alternative yet, but there are only 3 places I think: File -> Open Project, File->Save Level, File->Open Level, and Import Asset in the Asset panel. Luckily you can work around all except importing assets. the -project commandline arg can be used to initialize the project. If you right click on Level assets and select "Open Level" or "Save Level", then you don't need to select the files in the dialog. It's not really something you would run into building and running the game, but just wanted to point it out in case.