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Hyperspace Dogfights

Jet-combat roguelite, occasionally with swords and 300+ other items to strap onto your jet. · By sleeper_games

Bug Reports: Ace Acess (0.7082+)

A topic by sleeper_games created Mar 24, 2017 Views: 1,575 Replies: 51
Viewing posts 21 to 51 of 51 · Previous page · First page
(1 edit)

This little guy here:

http://imgur.com/a/oH0Xj


Not totally sure it wasn't one different more before, though, maybe you can figure why it's happening from this and track them down, I guess? I hope.

Developer

Perfect, I fix that one. Thanks!

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Danger Zone, 'were allowed to enable', and about swag hull, I still think it should be 'an' SRM encrusted hull? It's es-ar-em, right? May be another 'a' in there , too, and maybe where instead of were? I don't have it in front of me right now.. In the smart flechette, I think the same, 'An' End-tech weapon.

It seems homing weapons try to hit wrecks when it's the closest thing, but maybe that's good...

I wrote earlier about the mouse getting sluggish, I think this is specific to items like g-link ammo and maybe teleporting shots. Could be intended, too? Doesn't really seem like much of a feature, though, more like it just stayed from before when there was no mouse aim?

Developer

Right, that lag was inbuilt, I consider removing it altogether since it otherwise impedes mouse aiming.

I got three anti-grav engines today, very bad things happened, I fell into the ground and apparently started moving to the side very quickly without end, now I can't even see anything but the sky. Even with just two of them the effect seemed somewhat excessive but with three it's broken. No screenshot because at this point it's just stuck and nothing's happening except from some low health sounds.

Some time ago there was this where I couldn't pick up the health: http://imgur.com/a/W7VCe

Couldn't pick up ammo, I think a cap on it because I already had some of the same? http://imgur.com/a/7FmAJ

I'm pretty sure some tips say to mash {n} to open chests but I don't think you can.. Maybe it automatically started showing that key when you mapped it to shoot together with LBM?

Once I did not receive an item at the start: http://imgur.com/a/BGcGi And it gave that weird -5 chest again (you can see the mash {n} here also).

And had this weird camera issue, any time I pressed W it just went deeper down  into the ground for a while, here: http://imgur.com/a/SgF28 (might also be because of anti-grav?)

Here a wrong weapon showed up in the inventory: http://imgur.com/a/zdXIf

You have a lt of typos with where instead of were and its/it's, contined explosion is one such item but there are many.

"hypersapce" in melon_jam, "plantary" (planetary?) in artillery, "usefull" (useful) in srm_bomb, "discuraged" (discouraged) in nuke, "involvse" in jump_streamlining, "impac force" in knife.

Developer

Thanks for reporting in, I'm tracking all this, will be taken care of with the next update.

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Tried turning down the volume today because it's kinda very loud by default (think I'm gonna keep it at around 40 corresponding with how high I keep my volume otherwise), honestly, and one of the enemy shooting sounds, normal jets with big projectiles, isn't affected, full volume even with everything on 0.

With this  laser weapon I somehow killed the boss very quickly even though it seems only one engine is really down: http://imgur.com/a/piQdy
(it does seem off but hasn't broken away, maybe I got them both with a killshot? bosses are supposed to learn after the first one, right?)

Weapon UI displaced, no idea why except a large amount of items: http://imgur.com/a/1ngMP and maybe the barrage text appears too quickly? You can tap space to make it show up but to actually do the barrage you need to hold. So you can trigger the text without actually activating the active (there are others that work the same way).

@edit

And maybe it's some kind of weird bias or paranoia but I swear sometimes the physics are a little wonky. Just now I had the repeater weapon with a lot of kickback (also had a bunch of items like Heavy! hull and anti-grav) and if I shot it repeatedly towards the ground and then activated thrust forward it would actually propel me faster upward. I do mean forward thrust, not back, back seemed to have less effect. It's similar to how I swear at some angles strafing thrusters can give you really good speed combined with some gravity pull and tapping thrust, but I find that kinda fun actually and maybe a little realistic, it is extra propulsion after all. Only I get to the edge of the screen and aiming to move forward with mouse is impossible because there's no space to put the cursor at, so the craft turns around..
I wonder if I could get the item that frees shot direction in keyboard mode and combine it with that weapon to go even faster...

I think that bounty hunter database says 'payed' which I'm pretty sure should be paid unless intentional? Payed is a rare word of some sort. Also not sure if money implies poverty 'loot at all the things..' intended?

Developer

Good catch with the sound. The physics thing is caused by the game looking at all the forces impacting the player jet when checking when calculating the counteracting upwards force while tunnelling. I'll rework that. I'll check again if boss engines are immune to kill shot. There is also a bug where the boss spawns too close to an floating island which can immediately destroy one engine. (The boss spawn might still get reworked a bit with you actually seeing it jumping in.) Sorry if I'm not posting rapid fixes right now, I'm kind of in the middle of making content for 0.74 (X-Ray) but I might be able to fit in a bug-fix update before in. Please rest assured that a lot of stuff is happening though. :)

Looks awesome!

Broke the game today (runtime in an unusual way, ram) with using contained explosion (thingy that makes shots HIT and then blow only after you stop, think I got the name right) a lot on the missile silo before the nuke appeared. When time came for it to do its explosion magic it stopped responding.

Also a lot of homing or maybe even g-link ammo at once on screen is a huge performance hit, happens with some rapid fire lot of projectile weapons the most, like maybe the triple machine gun on some spread weapons.


I'm not certain whether it's the update or not, but it crashed on me a bunch of times already. It seems to consistently crash after going between menu and starting a new game (W > wait a few seconds (or not, just keep restarting with back to menu)> ESC > 'back to menu' > W > repeat) maybe around ten times (like it just adds more surplus data to ram each time), crashed when I started shooting a triple chain gun into the ground for maybe 15 seconds once or twice, crashed the first time I reached the third boss and just shot some shotgun shells at one of the turrets. No idea what that's about, guess I was kinda trying to see how the game handles lot of projectiles and explosions on the ground happening but didn't do anything really special.

shard_shield #shielddepleation > depletion, jump_rules meverick > maverick, srm_bomb #constly > costly, cover_fire support > supports, rocket_pod where > were, ammo_explosive planets > planet's unplausible > implausible

Developer

Great catch, there was indeed a memory leak associated with the "quit to menu" option. Fixed in my build now, but there also seems to be a similar but smaller issue with the "resume"  option. I'll need to rework the pause scene a bit to get that resolved, probably next week. Meanwhile more teaser stuff. :)

New update, awesome. So far this came back: http://imgur.com/a/PLQOx just going to menu fixes it, and the first boss spawned without the 'body' I could only see weapons/engines but when tried to take screenshot it crashed. Going to sleep now, though, will probably try more over the weekend.

Developer

Good finds, I could not reproduce the carrier problem so far, but I tried something to counteract a potential cause. The background glitch should be fixed in 0.7405 though.

Soo, this may be an issue with controls on my side or something (but I didn't ever have it with the older versions).. But when I hold 's' for reverse thrust and tap 'a' and 'd' a few times quickly (or maybe just mash different buttons), 's' gets stuck. Sometimes pressing again fixes, sometimes have to restart.

It might just be because of mashing multiple directions or something. (and this is all with mouse look)

Bullets to debris seems to push away fighters in the third zone (the agile ones), even killing them by collision with the ground, or outright killing them, is this intended? Also got pretty bad performance on that stage once or twice, maybe the amount of spawns and bullets or something?

What is this? I thought my display was dirty but it's in-game. http://imgur.com/a/HvV7Y

Bad environmental collision detection, I'm taking damage from air it seems. http://imgur.com/a/204bU

Smog doesn't always show craft outline, and doesn't obscure side thrusters. http://imgur.com/a/v8PE1

Another background/color issue even after update.  http://imgur.com/a/0HlO8

About difficulty, it feels kinda like enemies get a bit bulletspongy especially in the third zone? I dunno, so far it's definitely harder though (which is good?). By the way what flak ammo does to some weapons is just terrible haha.
Developer

Good finds, the stuff you mentioned should be resolved now. Optimization is still ongoing. Toning down late game enemy health is also under consideration.

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Hm, so maybe that's how it's supposed to be for now, but for several times now my game ended with no new enemies spawning somewhere around 4-3/4.

I think there is something wrong with the aiming reticle in mouse mode, might be only with teleporting shots? In keyboard mode it shows it straight, with the mouse it's sort of backwards to the side. http://imgur.com/a/8qsRr

And in the options menu, if I change screen glitch amount to higher, reticle icon beneath disappear. Only in the options, though.

Automatic missile maker item destroyed the nuke.. awkward.

Turret mount item seems purely detrimental in mouse mode as it makes aiming slower than movement.

Is machine heart supposed to add a health bar or also heal you? I think that if your health is full it adds a full bar but if not it's empty, don't know if that's intended.

The 1440 degrees active might not work with the laser burst, seems to only shoot in one direction but I only had it once and it takes a while to reload so not certain. Mouse look as well.

Is night vision change to UI needed/intended? Feels like maybe hearts/charge bars would look better in some different color.

For that matter, transition between NV and hyperspace feels.. odd. For a moment the color changes and it's almost clearer looking that NV, I should take a video next time because I only have an impression now.

I guess underground movement is changed for some reason but it feels kinda overkill, it'd be nice to be able to get out of the ground with some force and atm I think even turning is locked to a point and the craft just feels like it's doing its own thing turning this way or that. Suppose maybe just a risk of slamming into the ground but feels very restrictive.

Some oldies you probably have written down or something, but just in case:

Still had a heart not pick itself up: http://imgur.com/a/hfJsO not the only time, it also didn't heal me when I did have a full empty heart some other time so I guess that's not it.

Bad turret spawn 3rd boss: http://imgur.com/a/oh7Nk

Flares got into a description again: http://imgur.com/a/kJFHR

Camera at times runs away near the ground. https://www.4shared.com/video/XF3RjMkrca/Hyperspace_Dogfights_2017_08_1.html

And this is more of a balance thing so I'm not sure, but all the movement buffs/debuffs feel very strong.. Which is damn fun if you upgrade it but can very quickly make things extremely hard if you're slowed down. I'm kinda fine with it since it makes you pick items carefully and getting superspeed is fun, but figured it would be better to mention it.

A switch to mouse look default would be nice at some point, and wondering if you're gonna be able to make menu a little faster maybe? It takes a while to check items or just pause.

@edit

Oh and crashed because of RAM a few more times. Made it large address aware, isn't there a flag for that when you compile the game or something? It doesn't seem to be going away. I don't know if there are any negative aspect to doing that, though.

I believe this rocket medium size ship should be immune to damage when phased? https://www.4shared.com/video/L_kC_mV-ei/Hyperspace_Dogfights_2017_08_1.html

Developer

Ok I started working on a performance focused update to get the ram issues resolved and I'll fit the other stuff you mentioned in too. Out of curiosity, how does you processor allocation look like? From what I can tell the game mainly stresses ram, same for your?

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It basically maxes out one ivy bridge ~3.5Ghz core to 90-100% any time anything happens (not so much in early game I guess) (@edit again, maybe 90% was probably an exaggeration most of the time, it's how it looks once things start slowing down - 50-70% is more normal without many enemies of screen), especially large amount of projectiles. Doesn't really touch more cores which I guess is the only way to go without getting deeper into programming afaik, probably nothing to be done about that in the engine? Not sure how to tell if it stresses RAM, as far as the amount goes the limitation from 32 bit limit (and crashes) hits long before my actual 16 GB could get allocated. Speed is 1600 ddr3 in dual channel.

There also the quirk that the game gets slower instead of stuttery as the framerate goes down (so 30 fps is basically unplayable), but again I suppose that's just par for the course with the engine.

A small nitpick that is basically irrelevant but I can't unsee - when you start the game you go through the cloud right, but you can very briefly see the even top of the normal clouds and empty space above it.

I think I may have run into something odd when getting the first weapon, I was clicking my mouse and whatnot beforehand, and found I just couldn't shoot, like the button locked itself. Don't know if it's related to earlier controls issues or something.

Small reminder because I don't know how serious it actually is, but in the second boss (fighters) I had two or three times more had the last one just hide somewhere with next to no health, couldn't find it, couldn't progress. Maybe if you hit it for just enough that it goes down to very low damage it disappears/becomes effectively dead but doesn't trigger the end, or something, I don't know, I'm just guessing.

Also, went into 720p/windowed mode to keep an eye on the task manager and had trouble going back into 1080p auto, auto became 720p basically. Restarted and fixed itself.

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The performance does seem lot better now. The one time it hitched was when those enemies that do these flames like things were on the screen. And the ones on the maps with the fast strafing hovering ones, but the fatter ones that fire a wider burst. Both on the same level.

- Nerfed speed boost passives a bit

Is that boosts or nerfs, too?

Got the drone friends item, but when I moved zones they'd just stop dead. I guess they should either blow up or keep working? Version before the performance fixes at least.

When the first boss blows up, real (not background) clouds disappear for a moment. Might also happen in other circumstances when things get explodey, not sure. Big health pickup hearts still not working. Not even some of the time, just at all by the looks of it.

The smoke still not quite right. https://www.4shared.com/video/r_3_uVnIei/Hyperspace_Dogfights_2017_08_1.html This is also from the version before the performance fixes, haven't gotten one of them since yet.

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After setting  auto resolution: https://imgur.com/a/HA0Xg

And around the time I saw the first boss this happens yet again: https://imgur.com/a/4KJ1Z

I think reducing strafe speed is nice, but there is something.. off about it. Try to strafe while facing exactly up or down, it does almost nothing at times, but move the angle and it gets a big boost. Maybe it's just my imagination, I don't know. (mouse look)

Developer

I'll look into it, I'll also try flagging the exe permanently as large address aware. Did the resolution problem persist after a restart?

No, after a restart everything launched fine in auto.

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There is something wrong with mouse movement, it started automatically moving towards the left edge when coming out of a jump (right click). Here are the items I have: https://imgur.com/a/GaWDc

@edit After jumping to the next level its bottom right corner now.

@edit I don't think it's related to items, upon a new game it's happening again but only after entering 2-1.

Also when entering 2-1 this time, I got this calm bubbly music (kinda an underwater muffled feel) which seems to have disabled all the action sounds.

Oh, and just now alt tabbing out resulted in the same white menu as the auto at first. I alt tabbed before without issues.

Developer

Hm ok so for 0.802 I looked into some things that might have caused that crash error. It might be a variation of that sound pitch problem that bio exprienced previously but I'm not sure. Have you been playing with effect volume lower than 100 by any chance? The mouse thing might also be fixed, but I could not reproduce it exactly. The options ninepatch objectects becoming white is super wierd, I have not changed anything in that area and I can't reproduce it on my end so far. I'll investigate some more. The sound stuff might be covered with 0.802 but please me know which problems persist. With actions sounds disabled you mean the more driving part of the music (combat track), not the effect sounds like for weapons etc, right?

I've not changed any sound options. I meant shooting, boosting, enemies, anything but that music was gone basically.

Developer

Ok I reproduced the random crashes under 0.801 on windows, but I ran one hour game sessions on 0.802+ without problems. Do the crashes still occur for you?

It hasn't crashed on 802, I thought that was the ram/large address aware fix.

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"- Strafe and reverse thrust top speed is now lower than your boost top speed (2/3)"

Fixes are really all about finding new and better ways to exploit the mechanics: https://imgur.com/a/9g4Gu

It is kinda fun.


@edit Super speed exploits aside though, I kinda think stronger strafing was better, it felt more powerful, zipping around. I dunno, there's something about it now, when you first press the button there's a boost but then it's very weak. Doesn't feel like 2/3 at some angles at all.

Developer (1 edit)

Ha ok I see what you did there, angel of movement check is too lenient. I'm considering bringing full top speed back for the initial boost, so you have more flexibility by tap boosting. Also right now, strafing does not generate "lift" the same way boosting does (effectively lowering gravity he longer you boost), so strafing upwards barely counteracts the standard gravity. I'll look into changing that.

Lots of nice changes, I really like the missions stuff and a store. Some UI issues in the transition screen: https://imgur.com/a/aPgnK

I guess it's necessary to triple click to move to the next area now? Seems a bit much for a common thing to do.

Haven't really run into any new issues , though there's still minor freezes when enemies load or lots of projectiles, general performance. Also an issue with camera not following very well away from the ground I think I also brought up before.

Developer

Yeah I'm still iterating on the camera. The UI stuff is taken care off. 0.95 will be up in a few days. For more feedback you can also join us on discord now by the way: https://discord.gg/xP8pyrC

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