Trifle Psychotic is a retro sci-fi platformer written in C99.
The game can be played and/or downloaded here: itch.io
My main website: janorzechowski.com
Overview of the game's architecture can be found here: ARCHITECTURE.md.
The game's code is released under the zlib license.
The game's assets are under different licenses. Levels' data (.tmx files in data
folder) is under Creative Commmons Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) license, with attribution to Jan Orzechowski, 2022. Graphical and audio assets are under licenses chosen by their creators - check credits
files in audio
and gfx
folders.
Windows version is built using Visual Studio 2022. Solution files are provided in the repository.
The project uses SDL2 (2.42.1), SDL2_image (2.6.2), and SDL2_mixer (2.6.2) libraries, which are not included in this repository.
You can grab them here:
You will need DLLs, LIBs, and include headers. To get them, look into devel
folders in these releases, eg. SDL2_mixer-devel-2.6.2-VC
. The contents of these folders should be put in sdl
folder in the repository's main directory, in a subfolder of a respective library, so the paths will look like this: (main directory)/sdl/SDL2
, (main directory)/sdl/SDL2_image
, (main directory)/sdl/SDL2_mixer/
. DLLs should be in the main directory.
You can also change the solution properties and put the libraries somewhere else. Just remember to change both Configuration Properties>VC++ Directories
and Configuration Properties>Linker>Input
.
audio
, gfx
, data
, and mapmaking
folders are copied as a post-build step, defined in Configuration Properties>Build Events>Post-Build Event
. You might want to update the path to 7-zip or another compression tool there.
The game is compiled for x64.
To debug, set TRIFLE_DEBUG
and/or TRIFLE_DEBUG_COLLISION
compile flags.
To debug a particular map, you can pass a map name - eg. map_01
a as a command line argument. The game will then start without showing the main menu or the death screen, to speed up map debugging.
The browser version is built using Emscripten (version 3.1.23).
Emscripten build is done by batch scripts: emscripten_debug_build
and emscripten_release_build
.
To use these scripts, you must change some paths in them:
- paths to your local copy of the repository
- path to your local Emscripten installation
- path to a compressing program, such as 7z (or you can delete the last compression step)
- and path to your browser of choice, in case of the debug build
While debugging an Emscripten build, do not use SAFE_HEAP
flag. Since the game uses an unaligned push buffer, this flag will cause detection of false issues.