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https://github.com/ptitseb/candycrisis
Unofficial Linux and Pandora port for the OpenSource game Candy Crysis. Status: Working
https://github.com/ptitseb/candycrisis
fmod game gl4es linux opengl openpandora puyo-puyo sdl-sound sdl2
Last synced: about 11 hours ago
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Unofficial Linux and Pandora port for the OpenSource game Candy Crysis. Status: Working
- Host: GitHub
- URL: https://github.com/ptitseb/candycrisis
- Owner: ptitSeb
- License: gpl-2.0
- Created: 2017-05-06T08:27:28.000Z (over 7 years ago)
- Default Branch: master
- Last Pushed: 2017-11-24T20:23:57.000Z (about 7 years ago)
- Last Synced: 2024-11-05T10:19:28.109Z (about 2 months ago)
- Topics: fmod, game, gl4es, linux, opengl, openpandora, puyo-puyo, sdl-sound, sdl2
- Language: C++
- Homepage: http://candycrisis.sourceforge.net/
- Size: 5.5 MB
- Stars: 2
- Watchers: 3
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# CandyCrisis
![CandyCrisis build status](https://api.travis-ci.org/ptitSeb/CandyCrisis.png "CandyCrisis build status")
Unofficial Linux and Pandora port for the OpenSource game Candy Crisis
Go to the official Website http://candycrisis.sourceforge.net/ for more informations.
![sreenshot on Pandora](screenshot.png "screenshot on Pandora")
# Build
You will need CMake, SDL2, SDL2_image and either fmod or SDL2_Sound to build CandyCrisis
simply
`cmake && make`
to build the SDL_sound version
or
`cmake -DUSE_FMOD=ON && make`
for the FMOD version.You can found an SDL2 compatible verison of SDL_sound here: https://github.com/ptitSeb/SDL_sound
Windows and MacOS build are not officially supported in this repo, but should works (Just missings the libs for Windows, and project file for MacOS).
# Notes
The FMod version has been modified to use an old FMOD 3.x lib.
The SDL_Sound version need an SDL_Sound library compiled for SDL2. You can found one here: https://github.com/ptitSeb/SDL_sound (the lib is then called libSDL2_sound.so to be able to have both SDL1.2 and SDL2 version installed at the same time).
Also, note that when the music accelerate (when one of the players is close to the end), the FMOD version simply change the Tempo of the music, where the SDL_sound version change the frequency of the music. So both version will sound differently. Music is still accelerated, so that's fine, but it's actualy a limitation of SDL_sound, and I didn't found a workaround to change tempo of the MOD files.