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0.0 2.0 0.0 632.48 MB

Advanced cross-platform rhythm game designed for keyboard.

Lua 8.51% CMake 0.99% C 16.66% GLSL 0.19% CSS 0.02% HTML 0.07% XSLT 0.70% Perl 0.08% JavaScript 0.10% Python 0.13% Shell 0.02% Batchfile 0.01% Objective-C 0.21% C++ 71.32% Perl 6 0.01% Ruby 0.03% Makefile 0.42% Assembly 0.01% Objective-C++ 0.45% Clarion 0.08%

etterna's Introduction

Etterna

Etterna is an advanced cross-platform rhythm game focused on keyboard play.

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Installation

From Packages

For those that do not wish to compile the game on their own and use a binary right away, be aware of the following issues:

From Source

Install CMake

First CMake needs to be installed on your system.

The common way of installing CMake is to go to CMake's download page. At this time of writing, the latest versions are 3.3.0-rc3 and 3.2.3. Either version will work: the minimum version supported at this time is 3.1.

If this approach is used, consider using the binary distributions. Most should also provide a friendly GUI interface.

CMake Command Line

If you are unfamiliar with cmake, first run cmake --help. This will present a list of options and generators. The generators are used for setting up your project.

Once in the root directory for StepMania create a directory named Build and change into it.

For the first setup, you will want to run this command:

cmake -G {YourGeneratorHere} .. && cmake ..

Replace {YourGeneratorHere} with one of the generator choices from cmake --help. As an example, macOS users that want to have Xcode used would run cmake -G "Xcode" .. && cmake .. in their Terminal program.

On Linux the basic command used would be cmake -G "Unix Makefiles" .. && cmake .. && make -j4.

If you are building on Windows and expecting your final executable to be able to run on Windows XP, append an additional parameter -T "v140_xp" (or -T "v120_xp", depending on which version of Visual Studio you have installed) to your command line.

If any cmake project file changes, you can just run cmake .. && cmake .. to get up to date. If this by itself doesn't work, you may have to clean the cmake cache. Use rm -rf CMakeCache.txt CMakeScripts/ CMakeFiles/ cmake_install.txt to do that, and then run the generator command again as specified above.

The reason for running cmake at least twice is to make sure that all of the variables get set up appropriately.

Environment variables can be modified at this stage. If you want to pass -ggdb or any other flag that is not set up by default, utilize CXXFLAGS or any appropriate variable.

Release vs Debug

If you are generating makefiles with cmake, you will also need to specify your build type. Most users will want to use RELEASE while some developers may want to use DEBUG.

When generating your cmake files for the first time (or after any cache delete), pass in -DCMAKE_BUILD_TYPE=Debug for a debug build. We have RelWithDbgInfo and MinSizeRel builds available as well.

It is advised to clean your cmake cache if you switch build types.

Note that if you use an IDE like Visual Studio or Xcode, you do not need to worry about setting the build type. You can edit the build type directly in the IDE.

Resources

Licensing Terms

In short- you can do anything you like with the game (including sell products made with it), provided you do not:

  1. Sell the game with the included songs
  2. Claim to have created the engine yourself or remove the credits
  3. Not provide source code for any build which differs from any official release which includes MP3 support.

For specific information/legalese:

etterna's People

Contributors

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Watchers

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