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(1 edit) (-2)

hey again, did some gaming for ya!

--start of report--

logs still give null reference errors-

ERROR: System.NullReferenceException: Object reference not set to an instance of an object.

at ContractGeneratorService.GenerateContractPool() in F:\Godot Projects\space-junker\scripts\services\ContractGeneratorService.cs:line 101

at GameStateManager.RefreshContractPool() in F:\Godot Projects\space-junker\scripts\autoload\GameStateManager.cs:line 71

at GameStateManager._Ready() in F:\Godot Projects\space-junker\scripts\autoload\GameStateManager.cs:line 54

at Godot.Node.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)

at GameStateManager.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in F:\Godot Projects\space-junker\.godot\mono\temp\obj\ExportRelease\win-x64\Godot.SourceGenerators\Godot.SourceGenerators.ScriptMethodsGenerator\GameStateManager_ScriptMethods.generated.cs:line 108

at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** args, Int32 argCount, godot_variant_call_error* refCallError, godot_variant* ret)

at: void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception) (:0)

C# backtrace (most recent call first):

[0] void Godot.GD.PushError(string)

[1] void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception)

[2] Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)

on lag, audio will stutter. example: load into an area on a device that has a moderately strength cpu and a slow disk r/w speed

music has a bad loop

game window does not fit screen- see image

controls do not adapt to active controller- see image (the image is dark because I was paused)

on scan, game fills log with many repetitions of-

BaseToolUIComponent.UpdateFromToolData called on ScannerUIComponent

NotifyUIStateChanged from ScannerTool, subscriber count: 1

during me finding out how the gravwell works, my game froze for a moment. no errors in log.

gravwell also overfills log-

BaseToolUIComponent.UpdateFromToolData called on GravWellUIComponent

wasChargingPrev: True _isCharging: True gwData.IsPulling: False

NotifyUIStateChanged from GravWell, subscriber count: 2

GravWell: chargeLevel 0.20555557

when I first put scrap into the salvage ship, it loaded a bunch of code and froze my game for a moment-

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 175, BaseValue: 175, EffectiveValue: 175, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

Salvage Debug - Mass: 1.0kg (Small: True), ValuePerMass: 75, BaseValue: 75, EffectiveValue: 75, Efficiency: 100.0%

there is no tutorial :(

---end of report--

I had to stop here, as I was hungry and the laptop's battery was low. will continue later!

edit- also noticed that it uses Godot's icon for its icon

Logs aren’t a gameplay feature I’m not even sure why you’re seeing them. None of the logs are problematic or showing issues that are game breaking, they’re just debug logs. This discussion might best had in our discord.

run the game with terminal! (cd path/to/folder and ./game.exe)

also, you don't provide a discord link anywhere :p

since I'm not having many game-breaking bugs, I could give you some recommendations on how to make it better. 

Happy to hear any feedback, I’ve just added the server to the description, here’s a link: https://discord.gg/cQnXFa7fVq