How did you create appimage??

Hello everyone, I am very disappointed because they are outside of Godot Engine Community are bad to explain to me. I am really unhappy because I really want know how do I create AppImage. But AppImageTool throws error because I need set manuel with stupid architecture ARCH=x86_64 what do I should able working appimage files.

Like I have tried to step to step with hello-world-appimage and appimagetool throws "Unable ...." I really don't understand. I am using Ubuntu 18.04 with x64 Why does appimage forces me. I have correct with "x86_64"

I really miss to create with AppImage files because they create own appimage. And is it very safe? I tried Archive and It said "Error AppImage is not valid format" - I thought it is protected. - I really understand how do you make appimage with Godot 3.1 since I have downloaded...

Thanks and i am sorry for my bad English


  • MegalomaniakMegalomaniak Posts: 1,048Admin
    edited October 2018

    I'm having a hard time understanding the exact issue without the full errors, could you copy and paste the complete errors? Also while it has been a long time since I last used linux, it might be worth pointing out that before you can execute/run a appimage runtime archive you need to make it executable first:
    $ chmod a+x Subsurface*.AppImage

    As for building app images it certainly looks like a involved process, but in a nutshell:

    packaging AppImages is building an AppDir. This AppDir is then simply turned into an AppImage. But if your AppDir is not built correctly, the AppImage won’t work.

    Based on what it states here:

    This option might be the easiest if you already have up-to-date packages in place, ideally a PPA for trusty or earlier or a debian repository for oldstable. In this case, you can write a small .yml recipe and in many cases are done with the package to AppImage conversion. See convert-existing-binary-packages for more information.

    It might be easiest to create a build for debian type distributions first, then try to create a appimage from that.

  • CalinouCalinou Posts: 204Admin Godot Developer
    edited October 2018

    My Godot nightly builds are available as AppImages. Here's the Linux build script that shows how it's built :)

    linuxdeployqt makes it easier to create AppImages — despite its name, it works well for non-Qt applications too. Just make sure to provide a .desktop file and an icon as I did.

  • SourceSkyBoxerSourceSkyBoxer Posts: 15Member
    edited October 2018

    Thanks for explanation.

    I found I don't know before because AppImageTool like it has problem because it can't able to build because it need start like this

    ARCH=x86_64 AppImageTool-x86_64.AppImage Path-to-AppDir/

    than it will generate new AppImage file..
    Now It works fine. I have tested with Hello-world-appimage into single AppImage. It works fine

    I know How do it work like path from AppImage but I have problem before because It can't apply like AppImageTool ARCH=x86_64 Path-to-AppDir = WRONG
    ARCH=x86_64 APPImageTool Path-to-AppDir = CORRECT

    That is reason. I tried because I am using Ubuntu 18.04 "x64"

  • CalinouCalinou Posts: 204Admin Godot Developer
    edited October 2018

    I tried because I am using Ubuntu 18.04 "x64"

    As explained in Creating AppImages, keep in mind you should build on an old distribution (such as Ubuntu 14.04) to make your AppImage work on as many distributions as possible.

  • SourceSkyBoxerSourceSkyBoxer Posts: 15Member

    @Calinou No I am using Ubuntu 18.04 x64 and it works fine.

    ARCH=x86_64 AppImageTool-x86_64.AppImage path-to-AppDir/

    It works fine for me. Don't worry!

  • MegalomaniakMegalomaniak Posts: 1,048Admin
    Answer ✓

    Calinou's point is that if you want to share/distribute this appimage build to others - so as to support as many users/platform as possible you should build against an older distro version.

  • SourceSkyBoxerSourceSkyBoxer Posts: 15Member

    I am sorry - I am very late - Thanks I have marked "Yes"

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