just wanted to know what your "typical" gosu setup is. e.g.:
- what OS are you using (Windows, mac, Linux)?
- do you use the C++ or Ruby-Version?
- what Ruby version are you using (and if its "older" why?)
- what Gems you usually use together with Gosu (e.g. opengl, chipmunk, ashton, ....)
- what of those gems aren't Ruby 2.x compatible yet / or what gems you wished would work with latest ruby to use them with gosu.
I'm interested especially in the latter, because Gosu 1.0 will eventually drop support for older ruby versions and I want to know what tools couldn't be used then anymore (if no one makes them Ruby 2.x+ compatible).
I've always used newest Ruby version. I'm also using all of the gems you mentioned and they all work with Ruby 2.x. Although Ashton is no longer maintained, so porting it requires a bit of work. But it's 2.x compatible (I'm on 2.4.2 right now).
Also, C++ vs Ruby is not a correct question when asking about "typical setup". Some people prefer C++, while some use Ruby. But to date, almost every game and post on this forum was about Ruby version, so it's vastly more popular (also Ruby is a better language imo).
Thanks for you response. Good to know that it works more or less out of the box. Can you explain / share a bit more what you had to port? I'll try to write for a few of these gems unit tests and enable the CI to see if it works in all major platforms with newer Ruby versions. Ideally I can even make them compatible but I haven't really used any of those. So we'll see. Do you like any feature of those gems in particular (maybe something gosu should provide out of the box?)
As I said, the Ashton gem is no longer maintained and it has a dependency on old OpenGL gem version, which in turn is no longer available in new Ruby. However, if you meddle in dependencies, Ashton will actually work with new OpenGL, so it's some artificial limitation. OpenGL and Chipmunk don't need any tricks to run.
As for features, Ashton provides shaders and framebuffers. That's the features I'd really like in vanilla Gosu, to remove dependency on outdated extension library. I wouldn't use Ashton if I didn't need these 2 things and they are reeeally useful, especially shaders.
Spooner has transferred Ashton to the Gosu organization on GitHub, so I can fix this and maybe even release a fixed gem. Can you please open another issue with details here? https://github.com/gosu/ashton/issues
There is something framebuffer-ish in the current Gosu master (soon to be 0.14.0). Shaders might still take a few versions though :(
I created the issue.
Sad news btw: seems like I'm moving on from Gosu. For years it was the best development tool I knew, despite its limitations. However, month ago version 3.0 of Godot engine was released. I'm usually opposed to game engines due to past experiences, but Godot is ultra flexible and easy to use; it's really something different. In most cases I'd still prefer Ruby, but because of all the problems and slow releases, I don't think it's enough for developing games seriously. I was going to "remaster" one of my Gosu games and release it on Steam, but in the end I decided to start it from scratch in Godot, which will also allow me to release it on Switch. I think this marks the end of my long adventure with Gosu, in a way that I won't start anything new in it. I'm not sure what I'll do with other projects I started there though :/
thats acutally really sad new. Liked your games quite a lot - I tested Godot ages ago. Looked quite promising but had some issues. But 3.0 sounds like I should give it a second chance ;-) ( maybe it surprises me like Blender - my first steps ages ago were really painfull but the in the latest release I can acutally create something :-p ).
I can't change the speed of development altough I try to help jlnr a bit here and there and releasing a Gosu Game on Steam or Switch seems way out of reach but I hope maybe you come back here now and then to show us you games (I always liked you Showcases). It is a Gosu-Forum but I guess there is no hard rule against Showcasing a Godot-Game which is based on a idea first made in Gosu ;-)
Really eager to see your next game (no matter what lib its based on).
Thanks for all the praise D:
I definitely had a great time with Gosu. Ruby was my first programming language and I found Gosu only a week after I started programming. Before that, I had experience with The Games Factory and RPG Maker. But only since Gosu I started making games for real, just like I wanted them without limitations (I even finally fulfilled my "childhood dream" of remaking Adventure Island). Every other language or game engine/framework since that had lots of annoyances that really put me off. C#/XNA, Unity, Construct, C++, Java, even Python isn't as good as Ruby. Godot is the first thing since Gosu I don't start hating more the more I use it. btw, releasing Gosu game on Steam isn't really that far off. You just need Steam API wrapper for Ruby.
Anyways, what I wanted to say is I will of course share more of my games. Actually, there are even Gosu games I didn't put here yet. The reason is, I was going to set up my own website, where I'd showcase my games separately and I'd link it here. Due to reasons, the website sits on my hard drive since 2014 and it might take some time until it's public ;_; Maybe I should showcase some games before that? I actually linked them on Reddid
some time ago.
Thanks for creating the issue.
It's actually on my never-ending To Do list to play around with Godot as well. I mean, I started Gosu because I didn't like any existing gamedev library around ~2001(!). It was only a matter of time before someone would build a much better library/framework :) I just hoped it'd be based on Ruby or a similar language like Crystal, so that I could provide a compatibility layer and stop maintaining Gosu.
The truly sad part is that there are many great games on the Showcase board (yours especially!) and there's still no solid way to publish them. I would love to help with getting Gosu games onto Steam, but would you really want to base it on Ocra's self-extraction to %TEMP%? It just feels so shaky to me. :/ The lack of a good native compilation path for Ruby games is frustrating me to no end. I think I'll give mruby a second chance some time, mostly because I want to stop maintaining the macOS Ruby.app wrapper, but if that doesn't work, then what? Porting Gosu to web assembly feels overwhelming to me, I'm just not a browser person.
In the unlikely case that mruby's native compilation works and kicks ass, I might contact you to see if you still have some games left which you haven't rewritten in Godot :) In the meantime, please do bump your threads in the Showcase board if a Godot port makes its way onto Steam. It would be cool to see the progression. Good luck!
Actually, the game I mentioned I wanted to port to Godot isn't on the showcase forum
. The idea came, because someone will be helping remake the game and we decided to remake it completely (at first I thought I'd just redraw graphics etc.). And since the game will be started from scratch anyways, I'm moving it to Godot. I'm not porting other games, or at least not planning to, yet.
btw, Godot 3.0 introduced GDNative, which allows to write bindings to create scripts in any language. So using Ruby is possible, but no one seems to made a proper binding yet :/
Ruby 2.3.x or 2.4.x depending on what OS I am working on. Actually I installed it on both Windows and Ubuntu. I have tried opengl but I did not know if it was the latest version because it failed during tests. I also installed chipmunk. I did not know about Ashton but I would definitely like to get shaders in gosu. Personally I would prefer all input stuff in ruby gosu to be located in a specific module other than mere Gosu. Just a humble suggestion :)
I'm using Ruby 2.4.2p198 from rubyinstaller, under Windows 10 64 Bits. Gems :
- Gosu 0.13.3 (the most up to date version)
- opengl-bindings 1.6.6 to create 3D
- glu 8.3.0 to create 3D
- ocra 1.3.10 to create windows 64 bits "executables"
- perlin_noise 0.1.2 to generate procedural things.
I'm pretty happy to say that ocra works really well with latest version of Gosu and this new opengl wrapper that we found.
- Windows 10, the horror (really miss W7)
- 2.3.6 because some gems unrelated to Gosu which I use for work were not compatible with later versions last time I tried
- mostly chipmunk for some old action projects and datamapper for projects that need database. I mostly do small concept gameplay "demos" (can't even call them real demos) and abandon them. Those can mostly be done in pure Gosu, so I never got deep into other gems. Someday I will create a game and I will look into gl, ashton, probably some socket related gem, etc
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