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• ### Similar Content

• By BillyGD

Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
Planned Future Features Include:
-Take control of your own custom team in the single player campaign.
-Play in online leagues and tournaments against other players in the multiplayer mode.
-Fully customisable stadiums to make you stand out from the rest of the players.
-Improve your players stats and skills by playing matches and setting up training sessions.
Flick Football 3D is available for Windows, Mac and Browser.
Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
• By drcrack

It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

This time with no grinding and no pay to win features.

We're still looking for:
1) 3D Character Artist
2) 3D Environment Artist
3) Animator
4) Sound Designer
5) VFX Artist

Discord https://discord.gg/zXpY29V or drcrack#4575

• Hi everyone! I'm currently working on a series of books about 2D Shader Development.

The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

I'd love to hear your opinions on the idea and if you get the book let me know what you think.

By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

Hope you like it!

• While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....

• I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.

# Unity Using devkitPro and SGADE together?

This topic is 4337 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hello everyone! :-D First of all, it surprises me A LOT that Google only shows only 7 results for "devkitPro SGADE" and 20 results if I separate devkit and Pro... :-/ Now, I want to compile the SGADE tutorial Boulder Bombers Advance: http://www.suddenpresence.com/bbatutorial/chapter06.html using devkitPro instead of DevKit Advance... How would I do that? The makefile asks me for the DKA directory, but I don't have it! Has anyone done this before? Thanks! ;-) PS: This is a previous topic: http://www.gamedev.net/community/forums/topic.asp?topic_id=390152

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So you subsitute in the makefile the DKA directories to the DKP ones.

Nope -

[kixdemp@localhost bba-c3]$makeMaking bin/crt0.omake: /home/kixdemp/progs/devkitpro/devkitARM/bin/gcc: Command not foundmake: *** [bin/crt0.o] Error 127 Do I have to put GCC in there? How do I get my GCC install directory? Thanks! ;-) #### Share this post ##### Link to post ##### Share on other sites can you post up your make file? #### Share this post ##### Link to post ##### Share on other sites Sure! Here it is: # -----------------------------------------------------------------------------# \file makefile# \brief The SGADE template make file# \date September 5, 2002# # \author Jaap Suter, Mark T. Price# # This file contains the make-instructions for a SGADE project. In# order to use this make file you need to change # GCC_DIR, # PROJECT_DIR,# SOCRATES_LIB_DIR and# SOCRATES_INC_DIR and# to the locations on your own computer.## -----------------------------------------------------------------------------# -----------------------------------------------------------------------------# Project name definition;# -----------------------------------------------------------------------------PROJECT = BBAdvance# -----------------------------------------------------------------------------# Base directory of the project. Replace this with wherever # you have put the sample application on your computer# -----------------------------------------------------------------------------PROJECT_DIR = .# -----------------------------------------------------------------------------# GCC Version you're using. If you're using the latest DevKitAdv this # should be correct already.# -----------------------------------------------------------------------------GCC_VERSION = 3.0.2# -----------------------------------------------------------------------------# Base directory for GCC Arm-Agb-Elf compiler. Replace with # wherever you have put it. # -----------------------------------------------------------------------------GCC_DIR = /home/kixdemp/progs/devkitpro/devkitARM# -----------------------------------------------------------------------------# Socrates library and header directories. Replace this with wherever # you have put the Socrates on your computer# -----------------------------------------------------------------------------SOCRATES_LIB_DIR = /home/kixdemp/progs/devkitpro/devkitARM/lib/SOCRATES_INC_DIR = /home/kixdemp/progs/devkitpro/devkitARM/include/# -----------------------------------------------------------------------------# Socrates library itself;# -----------------------------------------------------------------------------SOCRATES_LIB =$(SOCRATES_LIB_DIR)/libSocrates.a# -----------------------------------------------------------------------------# Compiler directories for includes and libs.# Assuming you are using Devkit Advance there should be no need to change# these, since they are derived from the above CMP_DIR directory definition.# -----------------------------------------------------------------------------STD_LIB_DIR0 = $(GCC_DIR)/lib/gcc-lib/arm-agb-elf/$(GCC_VERSION)/interworkSTD_LIB_DIR1 = $(GCC_DIR)/arm-agb-elf/lib/interworkSTD_INC_DIR0 =$(GCC_DIR)/lib/gcc-lib/arm-agb-elf/$(GCC_VERSION)/includeSTD_INC_DIR1 =$(GCC_DIR)/arm-agb-elf/include# -----------------------------------------------------------------------------# Project directories.# -----------------------------------------------------------------------------INC_DIR		= $(PROJECT_DIR)/includeSRC_DIR =$(PROJECT_DIR)/sourceCRT0_S_DIR	= $(PROJECT_DIR)LINK_SCRIPT_DIR =$(PROJECT_DIR)OBJ_DIR		= $(PROJECT_DIR)/binELF_DIR =$(PROJECT_DIR)/binDAT_DIR		= $(PROJECT_DIR)/data# -----------------------------------------------------------------------------# Define the flags for the compiler, the assembler and the linker;# -----------------------------------------------------------------------------C_FLAGS = -I$(DAT_DIR) -I$(INC_DIR) -I$(SOCRATES_INC_DIR) -I$(STD_INC_DIR0) -I$(STD_INC_DIR1) -I $(SGADE_SRC_DIR) -mthumb -mthumb-interwork -c -g -Wall -fverbose-asmCPP_FLAGS = -I$(DAT_DIR) -I$(INC_DIR) -I$(SOCRATES_INC_DIR) -I$(STD_INC_DIR0) -I$(STD_INC_DIR1) -I $(SGADE_SRC_DIR) -mthumb -mthumb-interwork -c -g -Wall -fverbose-asmS_FLAGS = -I$(DAT_DIR) -I$(INC_DIR) -I$(SOCRATES_INC_DIR) -I$(STD_INC_DIR0) -I$(STD_INC_DIR1) -mthumb-interwork L_FLAGS = -lSocrates   -L $(SOCRATES_LIB_DIR) -L$(STD_LIB_DIR0) -L$(STD_LIB_DIR1) -T$(LINK_SCRIPT_DIR)/lnkscript -lgcc# -----------------------------------------------------------------------------# Define the list of object files# -----------------------------------------------------------------------------O_FILES_FROM_C  = $(PROJECT).oO_FILES_FROM_CPP = O_FILES_FROM_C_FULL_PATH =$(addprefix $(OBJ_DIR)/,$(O_FILES_FROM_C))O_FILES_FROM_CPP_FULL_PATH = $(addprefix$(OBJ_DIR)/, $(O_FILES_FROM_CPP))CRT0_O =$(OBJ_DIR)/crt0.o#CRTBEGIN_O		= $(STD_LIB_DIR0)/crtbegin.o#CRTEND_O =$(STD_LIB_DIR0)/crtend.oO_FILES_FULL_PATH	= $(CRT0_O)$(CRTBEGIN_O) $(CRTEND_O)$(O_FILES_FROM_C_FULL_PATH)  $(O_FILES_FROM_CPP_FULL_PATH) # -----------------------------------------------------------------------------# Define the final dependecy;# -----------------------------------------------------------------------------all :$(PROJECT_DIR)/$(PROJECT).gba @echo Done# -----------------------------------------------------------------------------# Define the copy from .elf to .gba file# -----------------------------------------------------------------------------$(PROJECT_DIR)/$(PROJECT).gba :$(ELF_DIR)/$(PROJECT).elf @echo Object copying @$(GCC_DIR)/bin/objcopy -v -O binary $<$@				# -----------------------------------------------------------------------------# Define the linker instruction;# -----------------------------------------------------------------------------$(ELF_DIR)/$(PROJECT).elf : $(O_FILES_FULL_PATH)$(SOCRATES_LIB)	@echo Linking object files	@$(GCC_DIR)/bin/ld$(O_FILES_FULL_PATH) -o$@$(L_FLAGS) 		# -----------------------------------------------------------------------------# Define the C compiles;# -----------------------------------------------------------------------------$(O_FILES_FROM_C_FULL_PATH) :$(OBJ_DIR)/%.o : $(SRC_DIR)/%.c @echo Making$@	@$(GCC_DIR)/bin/gcc -c$< -o$@$(C_FLAGS) 	# -----------------------------------------------------------------------------# Define the CPP compiles;# -----------------------------------------------------------------------------$(O_FILES_FROM_CPP_FULL_PATH) :$(OBJ_DIR)/%.o : $(SRC_DIR)/%.cpp @echo Making$@	@$(GCC_DIR)/bin/gcc -c$< -o$@$(CPP_FLAGS) 	$(O_FILES_FROM_CXX_FULL_PATH) :$(OBJ_DIR)/%.o : $(SRC_DIR)/%.cxx @echo Making$@	@$(GCC_DIR)/bin/gcc -c$< -o$@$(CPP_FLAGS) 	$(O_FILES_FROM_CC_FULL_PATH) :$(OBJ_DIR)/%.o : $(SRC_DIR)/%.cc @echo Making$@	@$(GCC_DIR)/bin/gcc -c$< -o$@$(CPP_FLAGS) 	# -----------------------------------------------------------------------------# Define the assembly of the crt0 file;# -----------------------------------------------------------------------------$(CRT0_O) :$(OBJ_DIR)/%.o : $(CRT0_S_DIR)/%.S @echo Making$@	@$(GCC_DIR)/bin/gcc -c$< -o$@$(S_FLAGS) 		# -----------------------------------------------------------------------------# Clean definition;# -----------------------------------------------------------------------------.PHONY : cleanclean :	@echo Cleaning object, .elf and .gba files.	@$(GCC_DIR)/bin/rm -f$(OBJ_DIR)/*.o	@$(GCC_DIR)/bin/rm -f$(ELF_DIR)/$(PROJECT).elf @$(GCC_DIR)/bin/rm -f $(PROJECT_DIR)/$(PROJECT).gba	@echo Clean done...# -----------------------------------------------------------------------------# EOF;# -----------------------------------------------------------------------------

Can you see what's wrong? Thanks! ;-)

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That makefile is utter nonsense.

Something more like this is required.

Apologies for replying to an old post - it was flagged by a google alert a few minutes ago.

If you're still having trouble feel free to use the devkitARM mailing list

http://lists.sourceforge.net/lists/listinfo/devkitpro-arm-users

or perhaps the gbadev forums at

WinterMute (devkitPro Maintainer)

# -----------------------------------------------------------------------------
#
# This file contains the make-instructions for a SGADE project. In
# order to use this make file you need to change
# GCC_DIR,
# PROJECT_DIR,
# SOCRATES_LIB_DIR and
# SOCRATES_INC_DIR and
# to the locations on your own computer.
#
# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------
# Project name definition;
# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------
# Base directory of the project. Replace this with wherever
# you have put the sample application on your computer
# -----------------------------------------------------------------------------

PROJECT_DIR = .

# -----------------------------------------------------------------------------
# Base directory for GCC Arm-Agb-Elf compiler. Replace with
# wherever you have put it.
# -----------------------------------------------------------------------------

GCC_DIR = /home/kixdemp/progs/devkitpro/devkitARM

export PATH=$(GCC_DIR)/bin:$(PATH)

# -----------------------------------------------------------------------------
# Socrates library and header directories. Replace this with wherever
# you have put the Socrates on your computer
# -----------------------------------------------------------------------------

SOCRATES_LIB_DIR = /home/kixdemp/progs/Socrates/lib/
SOCRATES_INC_DIR = /home/kixdemp/progs/Socrates/include/

# -----------------------------------------------------------------------------
# Socrates library itself;
# -----------------------------------------------------------------------------

SOCRATES_LIB = $(SOCRATES_LIB_DIR)/libSocrates.a # ----------------------------------------------------------------------------- # Project directories. # ----------------------------------------------------------------------------- INC_DIR =$(PROJECT_DIR)/include

SRC_DIR = $(PROJECT_DIR)/source OBJ_DIR =$(PROJECT_DIR)/bin

ELF_DIR = $(PROJECT_DIR)/bin DAT_DIR =$(PROJECT_DIR)/data

# -----------------------------------------------------------------------------
# Define the flags for the compiler, the assembler and the linker;
# -----------------------------------------------------------------------------

C_FLAGS = -I$(DAT_DIR) -I$(INC_DIR) -I $(SOCRATES_INC_DIR) -I$(SGADE_SRC_DIR) -mthumb -mthumb-interwork -c -g -Wall -fverbose-asm

CPP_FLAGS = -I$(DAT_DIR) -I$(INC_DIR) -I $(SOCRATES_INC_DIR) -I$(SGADE_SRC_DIR) -mthumb -mthumb-interwork -c -g -Wall -fverbose-asm

S_FLAGS = -I$(DAT_DIR) -I$(INC_DIR) -I $(SOCRATES_INC_DIR) -mthumb-interwork L_FLAGS = -lSocrates$(SOCRATES_LIB_DIR) -specs=gba.specs

# -----------------------------------------------------------------------------
# Define the list of object files
# -----------------------------------------------------------------------------

O_FILES_FROM_C = $(PROJECT).o O_FILES_FROM_CPP = O_FILES_FROM_C_FULL_PATH =$(addprefix $(OBJ_DIR)/,$(O_FILES_FROM_C))

O_FILES_FROM_CPP_FULL_PATH = $(addprefix$(OBJ_DIR)/, $(O_FILES_FROM_CPP)) O_FILES_FULL_PATH =$(O_FILES_FROM_C_FULL_PATH) $(O_FILES_FROM_CPP_FULL_PATH) # ----------------------------------------------------------------------------- # Define the final dependecy; # ----------------------------------------------------------------------------- all :$(PROJECT_DIR)/$(PROJECT).gba @echo Done # ----------------------------------------------------------------------------- # Define the copy from .elf to .gba file # -----------------------------------------------------------------------------$(PROJECT_DIR)/$(PROJECT).gba :$(ELF_DIR)/$(PROJECT).elf @echo Object copying arm-elf-objcopy -v -O binary$<

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oops, sorry that got cut off continued here ...

# -----------------------------------------------------------------------------
# -----------------------------------------------------------------------------

$(ELF_DIR)/$(PROJECT).elf : $(O_FILES_FULL_PATH)$(SOCRATES_LIB)
arm-elf-gcc $(O_FILES_FULL_PATH) -o$@ $(L_FLAGS) # ----------------------------------------------------------------------------- # Define the C compiles; # -----------------------------------------------------------------------------$(O_FILES_FROM_C_FULL_PATH) : $(OBJ_DIR)/%.o :$(SRC_DIR)/%.c
@echo Making $@ arm-elf-gcc -c$<

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hmm, never mind - I guess not registering before posting that was a bad idea :(

Ask on the mailing list or the gbadev forums linked above, I'll manage a more coherent response there.