Re: Looking for Sponsor for Space-Attack_2 Game
Kris Occhipinti <[email protected]>
| Newsgroups | gmane.linux.debian.devel.games |
|---|---|
| Message-ID | <[email protected]> |
Thank you all for the helpful response. I new you could packages Godot as a single binary or as a pck file, but I was unaware of the Godot3-runner package in the repositories. That does make a lot of sense in saving space and I would assume I wouldn't have to compile for separate architectures. So I will be looking into that. --thank you Christian. Sylvain, yeah I thought that the Debian servers would want to build it from source, I just wasn't sure how to set it up to do that, and I didn't want to come here with nothing which is why I made my own deb files. I'm currently reading up on dh_make and debuild (is this what I should be looking at?). I'll definitely be checking out all the links everyone has provided in their responses. Honestly I was a little afraid that I might get some mean responses, but everyone has been very helpful. I hope to get back things sorted out soon, but I'm sure I'll be back with more questions. Thanks again, Kris Occhipinti On Mon, Feb 08, 2021 at 10:28:18PM +0100, Christian Mauduit wrote: > Hi all, > > I've been lurking for years on this list without posting anything, but I > think I should now jump in and add my grain of salt, as I am also > developing games on Godot. > > So, the thing is that Godot is *already* packaged on Debian, see: > > https://packages.debian.org/buster/godot3 (3.0) > https://packages.debian.org/bullseye/godot3 (3.2) > > So the general case, and I think it's your case Kris, is that it is good > enough to just produce a `.pkg` file, which can be done by running godot > with the right args. Eg on > https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_projects.html > they give a typical command (to be ran within your source tree) : > > godot --path path/to/project --export "pck" game_name.pck > > Once this pck is built, the game is runnable by just running the generic > godot binary (maybe even godot3-runner is enough > https://packages.debian.org/bullseye/godot3-runner ) and feeding it with > the right pck file. It's like running prboom with the appropriate .wad file. > > There are more complex cases with Godot, especially when developers use > other languages than the default gdnative language, but I skimmed > quickly through your code Kris, and apparently you do not use C# or any > gdnative extension. > > The advantage of just packaging the .pck and using the generic godot > runner is that there is only one binary, it saves resources, and all the > problems which arise and are solved for Godot, will be solved for your > game too. When a Godot bug is fixed, your package may remain the same, > people will just download the updated Godot engine and run your game > with the fixed version. At least in theory. Also you will not have to > deal with dependencies, just state godot3 is a dev dependency (you need > it to produce the .pck, likely) and godot3-runner is a dependency, and > you're all set. Godot packages will pull any sub-dependency as needed. > > Long story made short -> try to just package a .pck and rely on the > packaged godot binary. It will be easier to find a sponsor this way I think. > > My 2c, hope that helps. > > Christian. > > On 08/02/2021 17:58, Sylvain Beucler wrote: > > Hi! > > > > To create a package included in Debian, it needs to be rebuilt from > > source (i.e. we can't repack our own binaries as .deb, for all kind of > > reasons, and they'll be rebuilt by the Debian autobuilders anyway). > > > > In this case you'll probably need to create a new source package > > template using dh_make, and depend on > > https://packages.debian.org/search?keywords=godot3-runner > > > > See also: > > https://wiki.debian.org/Games/Development > > > > Cheers! > > Sylvain > > > > On 08/02/2021 15:51, Kris Occhipinti wrote: > >> Hello, > >> > >> I've created a game and I'm looking to get it into the Debian > >> repositories. > >> > >> I've created deb packages for i386 and amd64, although I've never > >> created deb packages before, and I'm not sure I did everything right, > >> the packages seem to install fine on test machines I've setup. > >> > >> I'm not even sure if I'm suppose to create the Deb packages or if that > >> is something done by the sponsor. > >> > >> I wrote all the code and it's under the GPLv3 and assets I found under > >> the CC BY-SA > >> > >> A few things I'm not sure about with my deb packages: > >> It uses the Godot Game Engine, which creates standalone binaries, so I'm > >> not sure about what I should set for dependencies. I would assume xorg > >> should be in there, but other than that, I'm not sure what is needed. I > >> tested it on a pretty minimal install of Debian and everything worked. > >> > >> The other thing is a man file. I've never created one and I'm not sure > >> if I need to, since there are no shell arguments to pass it. > >> > >> As a Debian user for over 10 years now I really look for to learning > >> this process (and I'm working on another game right now that I am very > >> excited about and hope to get in the repositories when it's completed). > >> > >> The game's source code is here: > >> https://gitlab.com/metalx1000/space-attack-2 > >> > >> Binaries and deb packages are here: > >> https://gitlab.com/metalx1000/space-attack-2/-/tree/master/bin/release/linux > >> > >> > >> Thank you > >> > > > > > > -- > Christian Mauduit __/\__ ___ > [email protected] \~ ~ / (`_ \ ___ > https://ufoot.org /_o _\ \ \_/ _ \_ > int q = (2 * b) || !(2 * b); \/ \___/ \__)