Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Looks like it was, as I did have that auto-aim (which is what I meant by the "orbital aim", yeah).

The issue with the auto-aim is that it can't really hit the center at higher orbital speeds and the larger moons!


The ObjectDB thing, without digging into documentation, probably means that you're 'discarding' objects, but still maintaining a reference to them, so that godot's garbage collector can't remove it. Just worth going through things!

If you try a web build, keep the web console open, a lot of things will show up in it by default!


And I'm looking forward to how you change the levels about!

Unfortunately, the debugger gives me nothing about the WebGL issue. I even started digging into the browser console, but couldn't make sense of it. I have spent many, many hours trying to figure it out (hours I needed to spend play-testing) and unfortunately, it's on of those errors that you Google and it says "not many search results found." Those are always scary!

Anyways, I'm going to fix it even if it means rebuilding the game in a new project. But, with the info you've given me, that might not be necessary.

Also, thanks for clarifying what you meant about the orbital aim. I just did a full playthrough and it worked fine for me, so I'm glad you mentioned the orbital speed part, as that's probably the key. I didn't have much speed in my run. Pretty sure speed is OP, except, as you've found it (unintentionally) has a negative impact on your aim. Thank you! : ]

Since you're diving in, I figured I'd get some some extra stuff!

> load_threaded_get(): No threaded load for resource path 'res://game/game.tscn' has been initiated or its result has already been collected.

Looks like either godot's insane, or you're manually loading game.tscn and not checking if you've done it!

And the leaked stuff (from a shorter test, so might only be catching a few things)

Leaked instance: AudioStreamPlaybackMP3:9223372332955862308

Leaked instance: AudioStreamMP3:9223372095004607911 - Resource path: res://audio/music/enormo.mp3

Leaked instance: SceneTreeTimer:9223372109651117734 (There's like 20 other SceneTreeTimers that got leaked)

Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).

ERROR: 1 resources still in use at exit.

   at: clear (core/io/resource.cpp:609)

Resource still in use: res://audio/music/enormo.mp3 (AudioStreamMP3)


And then 27 StringNames,

`Orphan StringName: _get_rid (static: 0, total: 1)`

Is one example, and they all look to be sound related, so might be all related to the mp3 that leaked

Thank you! I'm still trying to replicate the error regarding the leaked MP3. I didn't even know you could launch an exported game via command line and view the output, so you taught me something new. : ]

You can launch any program from command line, and if you pass --verbose you'll get more information (that's a common flag)

Thanks for the help! I FINALLY got the game to export to the web. How? I figured that if I made a new project and slowly copied each piece of the existing project to it, exported for web, test, rinse, repeat, that I would eventually find the piece that was causing the issue. Ultimately, I didn't. I moved a script or a scene, tested, and it exported to web. I did this until I finally had moved every resources/script/scene/asset and I never once got the error. It just works!

I'm really glad that it's working now, but I am disappointed in the fact that I still don't know what caused the issue. Since I didn't change anything, I just moved it all to the new project, I guess I'm going to assume it was some sort of freak Godot bug, but who knows. It's probably more likely that I did something wrong, I just wish I knew what! : ] 

Thanks again for your interest and for helping me get to a resolution. The game is finally playable on the web. I also tackled the bugs that you pointed out. Cheers, @thePalindrome!