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Nemux

10
Posts
A member registered 63 days ago

Recent community posts

(1 edit)

So, I managed to successfully build a FNF release for Linux but it crashes, I get this error when I start the game:

source/funkin/modding/PolymodErrorHandler.hx:84: [ERROR] Your Lime/OpenFL configuration is using custom asset libraries, and you provided frameworkParams in Polymod.init(), but we couldn't find a match for this asset library: (vlc)
source/funkin/modding/PolymodHandler.hx:158: An error occurred! Failed when loading mods!
source/funkin/util/logging/CrashHandler.hx:62: Error while handling crash: Null Object Reference

Called from funkin.util.logging.CrashHandler.buildCrashReport (funkin/util/logging/CrashHandler.hx line 144)
Called from funkin.util.logging.CrashHandler.logErrorMessage (funkin/util/logging/CrashHandler.hx line 111)
Called from funkin.util.logging.CrashHandler.logError (funkin/util/logging/CrashHandler.hx line 104)
Null Object Reference
source/funkin/util/logging/CrashHandler.hx:62: Error while handling crash: Null Object Reference

Called from funkin.util.logging.CrashHandler.buildCrashReport (funkin/util/logging/CrashHandler.hx line 144)
Called from funkin.util.logging.CrashHandler.logErrorMessage (funkin/util/logging/CrashHandler.hx line 111)
Called from funkin.util.logging.CrashHandler.logError (funkin/util/logging/CrashHandler.hx line 104)
Null Object Reference
Called from funkin.util.logging.CrashHandler::logError funkin/util/logging/CrashHandler.hx line 104
Called from funkin.util.logging.CrashHandler::logErrorMessage funkin/util/logging/CrashHandler.hx line 111
Called from funkin.util.logging.CrashHandler::buildCrashReport funkin/util/logging/CrashHandler.hx line 144
Error : Null Object Reference

I don’t know what could be, I have VLC installed

(2 edits)
ERROR  (unknown position)

     | Unix.Unix_error(Unix.EACCES, "create_process", "/home/znemux/.local/bin/haxelib")

???

I’ll try to build the game for Linux

Can you please update for Linux

I also want Linux port

Itch is trustable

Sometimes large games written in Godot runs poorly even if its 2D because of GDScript. And 32bit emulation on 64 bit is worse, may be good 32 bit on 32 bit system.

(1 edit)

Instala Java 17 y ejecuta el Jar de la version 64 bits.

Puedes instalar Java 17 en esta página.

(4 edits)

Try to install Java 17 and run the 64 bit version’s Jar.

You can get Java 17 from Azul Zulu.

Java 8, 11, 17 applications always work for 32-bit Windows.

(5 edits)

GG. I come from libGDX discord. Here is some feedback:

You could make the Windows, Linux and Mac distributions smaller if you bundle a standard JRE, not the whole OpenJDK (since it has files for development only). You can get these distributions in Adoptium Temurin.

Also have an exclude(“**/*.psd”) in you Jar task (desktop/build.gradle) so it won’t include Photoshop files (as you wouldn’t need it to run the game, only for development and it will only take space in the distribution).

If the Mac distribution only includes files for x86_64, you better make clear in the name by adding “intel” to it so Apple Silicon users won’t be confused because can’t run the app (Or maybe they can? I never used a mac).

The window in a 1366x768 monitor doesn’t show entirely, it hides the title bar, so its hard to close the game, you could reduce the default window height 100px, or even better, add fullscreen mode and an exit option in the game.