Announcement: New/updated in HaikuDepot (2021)

I do a little differently if I want to make a vector analogue of the icon (for complex images). I make vectorization using VectorMagic utility (proprietary), save it to svg, open it in IconOMatic, draw over it manually all the paths, then delete all the paths and shapes created by the vectorizer. And then build an icon based on these paths from scratch.

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Sounds like it’d become much easier if ticket #2748 were implemented. Upvote. :slight_smile:

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Usually I do a similar thing, I duplicate the traced path and I start to simplify it, leaving the original one as a reference switching between them to check if the spline curve are correct, vector editors usually have a wireframe/skeleton view, it would be nice if icon-o-matic could have it

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Hello!

I finally got to adding a recipe for the Jamfile Engine. If you develop Haiku or BeOS applications, you probably know about the Makefile Engine, which is based on Make and allows easy building of Haiku applications.

Well, the Jamfile Engine is similar, but uses Jam instead of Make. It was developped originally by Ryan Leavengood, but was left dormant in Haiku git repository. Now it has its own git repository: jamfile-engine - Haiku's jamfile-engine repository and a packaged release.

There are still a few bugs and I have created a category on trac to keep track of them: Custom Query – Haiku

I did this today because I ran into some trouble with the makefile engine and didn’t want to do any more work with makefiles. For my larger and more complex projects I tend to use cmake and ninja, and I don’t really want to dig into the quirks of make anymore. But for my smaller and simpler projects i may be considering the jamfile engine in the future.

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Two new games (32bit and 64Bit) in the software repo from the BeSly.

Software
Software

Both games are written in LÖVE. Copyright by ArneSchwettmann.

First one is a remake Spacetaxi (Old bodies knows this game from the C64).

And the second one its a own creation of a breakout game. My hint. It’s better playable, if you choose the keyboard for steering.

Thanks to ArneSchwettmann that he updated his games to the actually version of LÖVE and allows us to build and host the packages.

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Hi,
How are these games packaged?
I have a WIP patch that will allow love2D to execute games with a specific mimetype directly, so I am curious how it is done now.
(Patch: nephele/haikuports - haikuports - GryphNode
it is WIP only because the sdl sendrop function needs to hbfle multiple refs in the same message and i havent gotten around to that yet)

Hi,

You can use our tutorial from [BeSly] (Home - BeSly Haiku only). The tutorial is on the startpage.
Then you enter LÖVE in the package as required and you’re done.

Regards Lorglas

New Project available on our repository server (32bit and 64bit): https://software.besly.de

This is a playground editor, with this editor you can create visually playing fields. The output file are exported as text file and can be used to build game maps for example.

Documentation:
https://besly.de/index.php/en/256-entwicklung/playgroundeditor-2/358-playground-editor-dokumentation

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Your tutorial makes no sense to me, why would you need to set love2d as a dependency after copying the game engine into every game?

it is also not required to name the archive .love if you just prepend the game engine to the archive.

I’ll let you know when my patch is merged

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Ok, maybe it isn’t the best solution, but it is.
Why did I put Love as a dependency in the package?
This is because the program needs some libs despite being linked to Love via CAT. You could now extract these individually and add them to the package, or you could do it using the quick method and add love as a dependency. So you can’t forget a lib.

This will break as soon as the love2d package gets recompiled against other libraries or updated, if you want to do it this way you need to ad the actual libs as dependencies and not love2d itself

@lorglas we can proof the needed libs with listLib? The question is are these libs installable as single libs or as compilation and does they named.

@nephele we need a simple and easy solution for the future if we want to get love on haiku alive. Too many changed they need to rework any packages are a bad way at the end.

I agree, see my patch above, it will make packaging love2d games simpler. I’ll try to finish the SDL patch tommorow.

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I know that we can proof the needed libs, but for the first step my way is a solution. And as i write not the best.

I agree, that a simple and easy solution for the future is better. I hope the solution is standalone without haikuports.

I see no problem at the moment.

Not in haikuports (yet), but looked into getting Stawberry to build and run on Haiku. :slight_smile:

EDIT Looks a bit better with the playlist filled :wink:

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I’ve been building this Clementine clone for a long time. I even drew a few variants of the native icon for it. If you need, you can find them here:
https://github.com/threedeyes/HVIF-Collection/blob/master/3dEyes/Strawberry.iom
https://github.com/threedeyes/HVIF-Collection/blob/master/3dEyes/Strawberry v2.iom
https://github.com/threedeyes/HVIF-Collection/blob/master/3dEyes/Strawberry v3.iom

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Thanks, was looking for some examples yesterday! :ok_hand:

Created a PR at haikuports, @3dEyes could you have a look?
EDIT Strawberry landed in the depot, enjoy! :wink:

That’s really cool, good work, will be sure to try on my next Haiku test.

1 Like