Oh, sorry, I have another question... The Gosu library is not owned by me,
so how would I proceed to have it packaged for Debian? Is it really
necessary, considering that it's a Ruby gem, publicly available from
rubygems.org?

Thanks again,
Victor

Em seg., 1 de fev. de 2021 às 08:36, Victor David Santos <
[email protected]> escreveu:

> Hi Paul,
>
> Thanks for the detailed feedback. Just to make sure, not all of these
> items you pointed out are mandatory for the package to be accepted, right?
> For example, the fact that my font image doesn't support all character
> sets. It's not viable for me to make it support all of them, instead I
> would update it on demand as new translations were made...
> If you could point out to me which of these are changes I must do, that
> would help a lot... I don't have as much time to dedicate to this project
> as I would like. :/
>
> Thanks,
> Victor
>
>
> Em seg., 1 de fev. de 2021 às 01:55, Paul Wise <[email protected]> escreveu:
>
>> On Sun, Jan 31, 2021 at 8:36 PM Victor David Santos wrote:
>>
>> > I would like to distribute my open source platformer game in the
>> official Debian repositories.
>>
>> Please review our guide for new package maintainers:
>>
>> https://mentors.debian.net/intro-maintainers
>>
>> Some things you might want to think about before working on this:
>>
>> The game appears to be GNU GPLv3 and CC-BY-SA-4.0 rather than MIT
>> licensed.
>>
>> I thought Ruby could load code from multiple files, maybe using
>> modules or similar, so deb.sh and bundle.rb probably are unnecessary?
>>
>> gosu and minigl aren't yet in Debian, so you would need to package
>> those for Debian first.
>>
>> It might be interesting to package the editor too so people can add
>> their own levels.
>>
>> If you update the code/data and release a new version, the screenshots
>> could get outdated, creating them at build time can avoid this.
>>
>> You might want to switch from your custom i18n/l10n to a more standard
>> format like gettext, since that is what most translators are used to.
>>
>> The images in deb/ and data/ are built from the *.svg and *.aesprite
>> files. Some of the *.aesprite files seem to be created from *.svg
>> files. That should happen at build time instead of storing the
>> prebuilt files in the git repository.
>>
>> I wonder about where the res/alevaLogo.svg file came from, what it
>> refers to and what the license is. It also doesn't appear to be used
>> anywhere in the codebase?
>>
>> I note that data/img/ui/minigl.png was rendered from Inkscape but
>> there is no corresponding minigl.svg file. It also doesn't appear to
>> be used anywhere in the codebase?
>>
>> How were the audio files in data/sound/ created?
>> How were the audio files in data/song/ created?
>> How were the audio files in res/song/ created?
>>
>> Some of the images contain pre-rendered text, which means that text
>> won't be translatable. Also the font image only supports a limited set
>> of characters, so the game won't be translatable to non-Latin
>> alphabets.
>>
>> I note that several (res/bombie2.svg, res/BombaAzul.svg,
>> res/Fureel.svg, res/tileset/2.svg) of the SVG images contain bitmaps,
>> so that means they won't be scalable if you want to make a
>> higher-resolution version.
>>
>> deb.sh does not contain any bashisms, so it could be POSIX shell
>> instead of bash.
>>
>> There is a typo in elements.rb, replace "seciton" with "section".
>>
>> There are a few duplicate files, run this command to find them: fdupes -q
>> -r .
>>
>> The path in the .deb should be /usr/share rather than /opt.
>>
>> The data/*/README.md files have some http links that could be turned into
>> https.
>>
>> The roodi and rubocop Ruby code checkers report some issues at different
>> levels.
>>
>> --
>> bye,
>> pabs
>>
>> https://wiki.debian.org/PaulWise
>>
>

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