OK, that error has nothing to do with the 'fork' line. That's just the line where the javac xml tag ends.
Realising that, I found a much more promising answer. Check what version of ant you have. You need at least 1.9.1 to compile with java 1.8.
Search found 4098 matches
- Sat Jan 30, 2016 11:03 am
- Forum: General Discussion
- Topic: Improving the Android build environment
- Replies: 37
- Views: 12886
- Thu Jan 28, 2016 10:18 am
- Forum: Game Discussion
- Topic: C. Kane - 2.0 Now on Steam!
- Replies: 80
- Views: 30340
Bought it, boss. (Don't remember Steam asking for as much useless billing information as paypal) BTW the OSX version theoretically ought to work on OS 10.4. I can't remember anyone ever confirming that, though. I don't actually own a suitable controller, so I don't know how I am going to test it. We...
- Thu Jan 28, 2016 9:23 am
- Forum: General Discussion
- Topic: Improving the Android build environment
- Replies: 37
- Views: 12886
Wait a minute, the error you posted also indicates line 720, possibly a second error? What's the content of lines 720-734 and nearby? The line numbers are different in my copy, because I have an older version of ant. Tomorrow, I guess, I'll try rerunning 'android.py install-sdk' and see whether it s...
- Wed Jan 27, 2016 9:33 am
- Forum: Q&A Discussion
- Topic: Using attack chains as nested if-then statements
- Replies: 3
- Views: 1076
- Wed Jan 27, 2016 9:26 am
- Forum: Q&A Discussion
- Topic: Question about the tracker/MOD implementation
- Replies: 8
- Views: 1932
We already provide our own builds of SDL_mixer on Windows and OSX, and also providing one on Linux could be reasonable - it actually seems to be the normal thing to do for closed source games. Besides I really would like to either stop using SDL_mixer, or fork it, in which case it would be simpler t...
- Wed Jan 27, 2016 9:09 am
- Forum: Q&A Discussion
- Topic: OHR Window Position
- Replies: 3
- Views: 1044
- Wed Jan 27, 2016 9:05 am
- Forum: General Discussion
- Topic: Improving the Android build environment
- Replies: 37
- Views: 12886
Java and the Android build system are both gibberish to me too. I tried googling that error, and it appears that the error message is confusing, it's actually the javac1.8 binary that is missing. Although actually I don't have any binary named something like javac1.8, I only have javac. (And I have ...
- Tue Jan 26, 2016 11:28 am
- Forum: Q&A Discussion
- Topic: Battle Animations
- Replies: 26
- Views: 5704
Don't spend too much time on that. Looking at the code I wrote again, I can see it's wrong because the Z value for the attack animation isn't set, which will certainly be needed for centred attack animations on large enemies. I don't quite understand how Z values are being used elsewhere in the anim...
- Tue Jan 26, 2016 11:00 am
- Forum: Q&A Discussion
- Topic: Question about the tracker/MOD implementation
- Replies: 8
- Views: 1932
- Mon Jan 25, 2016 3:56 am
- Forum: Game Discussion
- Topic: Powerstick Man XE Central
- Replies: 44
- Views: 15434
- Mon Jan 25, 2016 3:50 am
- Forum: Q&A Discussion
- Topic: Multiple Attack Gauge Idea
- Replies: 20
- Views: 6279
Well, MP is only displayed in the spells menu, but I guess it's a perfectly good place to display the action points, as they act a lot like MP. If you also want an MP system while repurposing MP then I think the simplest thing to do is to use one of the other attack costs: HP, gold, or items. HP cos...
- Sun Jan 24, 2016 9:42 pm
- Forum: Q&A Discussion
- Topic: Battle Animations
- Replies: 26
- Views: 5704
- Sun Jan 24, 2016 11:50 am
- Forum: Q&A Discussion
- Topic: Multiple Attack Gauge Idea
- Replies: 20
- Views: 6279
Hello! If you're not aware the battle system works in two modes: active-time battles, and turn-based. In turn-based battles it's simply not possible for a hero/enemy to get multiple turns per round, although it is possible for them to do multiple attacks without player control, by chaining them toge...
- Sun Jan 24, 2016 10:33 am
- Forum: Q&A Discussion
- Topic: Volume slider only affects music?
- Replies: 2
- Views: 1012
It's true, this is a horrible deficiency in the engine. There's also the issue that the volume for music defaults to 50%, while sound effects is stuck at 100%. Plus, the volume slider may or may not work for MIDI music, depending on which OS you're using. I think that sound effects volume has always...
- Sun Jan 24, 2016 10:25 am
- Forum: Game Discussion
- Topic: Show off your graphics!
- Replies: 1625
- Views: 336346