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Game crashes for some reason.

A topic by Gortcost created Feb 21, 2023 Views: 225 Replies: 17
Viewing posts 1 to 4

Hey.

Thanks for the great update, and love what you've done with the audio.

Now I don't have to play with headphones for fear of getting my ears blown off.

For some reason, the game now just crashes for some reason. The title bar appears, and then I get kicked to the folder again.

Any ideas?

Developer (1 edit)

Hello!

Thank you for your feedback and bug report. I’m glad you enjoy the new sounds!

Could you please let me know which build, Linux or Windows, that’s crashing? It’s possible that I need to rollback to an earlier version of Electron and release it as a patch.

Yesterday I had an opportunity to test the EP on a Steam Deck, which runs the Linux build. I needed to add a flag to get the game to launch. The full command was: ./periphery-synthetic-ep --no-sandbox

I can troubleshoot further tonight.

Cheers!

(+1)

Hey.

Sorry for the delay in responding and thanks for the reply.

I'm using the windows version.

I just had a couple questions about the game if that's alright.

I was wondering, how do the graphics look?

Do you use simple dots or are they actual graphics?

Also, is each world randomly generated, or is the terrain consistent?

How does the music work?

Like, what allows it to change dynamically? Is it dependent on wind and sun position, or will it change with the altitude of the player?

I remember you saying something about why the suit doesn't have a talking AI. Will we be able to install one at a later stage, or won't one make an appearance?

If you haven't done so already and if you haven't decided on something else, I recommend making all upgrades required for other worlds be purchased in the world that comes before that one.

For example, we should be able to purchase the jetpack in the first world in preparation for the second and so on where possible.

This would also allow us to test them out.

How will blind players know about changes in the terrain like slopes caves and such?

If possible, I think it'd be cool to have some fun and quirky upgrades for your suit, not entirely sure what but something to make you laugh.

Lastly, I recommend to change the sound for switching to different movement styles to something more mechanical in nature if not done already, not a fan of the one used when switching to and from wheels.

Sorry for all the recommendations, and keep up the great work!

Developer (4 edits)

No worries! I will quote and reply to you below:

I’m using the windows version.

Same here! This is tough. I’m personally not having any issues with the build, but there are many variables, and that doesn’t mean that what’s happening isn’t real. I’ll continue to troubleshoot.

I was wondering, how do the graphics look? Do you use simple dots or are they actual graphics?

The graphics are very simple and abstract. All objects drawn to the screen are rectangles with a color fill.

Imagine a unit grid. Draw a square on each gridline intersection. Then project those squares from you in the first person, where each one is at the elevation of that point.

Occasionally there are some particle effects, like falling snow or sand blowing in the wind. They’re just smaller rectangles drawn in the same style.

Each world has a unique color scheme. For example, the desert world uses warm colors, whereas the new ice one is entirely black and white, and the ocean one will be cool colors. On worlds with a day/night cycle, they change over time, and you might see significant astronomical objects moving across the sky.

Also, is each world randomly generated, or is the terrain consistent?

The worlds are randomly and endlessly generated once per game using a seed value. Some terrain features are always present, like you’ll always start in a crater at the landing site. Biomes like mountains and plains are unique to each game. And discoverable things like collectibles and structures are generated in larger chunks, so you’ll find them more uniformly distributed throughout the worlds as you explore.

How does the music work? Like, what allows it to change dynamically? Is it dependent on wind and sun position, or will it change with the altitude of the player?

The music on the desert world acts like a clock synced to the position of the sun. Over about a half hour it will complete a rotation, and at shorter intervals it cycles between randomized chords and voicings, with their rhythms having prime number relationships. Right now it only reacts to the direction you’re facing, but with the jetpack and other upgrades, I intend to revisit this.

The new world will definitely react to elevation changes. And the following one will have many interactions as you skip across the ocean surface.

I remember you saying something about why the suit doesn’t have a talking AI. Will we be able to install one at a later stage, or won’t one make an appearance?

I don’t plan to do this for artistic reasons. I’m worried that, if the game were chatty, then it would take away from the experience of solitude. I would like to offer in-fiction explanations for this when it’s relevant to the narrative. For example: what is the suit, who is piloting it, and why?

Of course, there’s also technical limitations. I don’t really like the text-to-speech synthesis that’s available, I don’t want to integrate with a third party or increase the file size of the game, etc. It’s been difficult keeping the scope of this project within reason, and a lot of ideas I’ve already needed to shelve for the next project instead.

If you haven’t done so already and if you haven’t decided on something else, I recommend making all upgrades required for other worlds be purchased in the world that comes before that one. For example, we should be able to purchase the jetpack in the first world in preparation for the second and so on where possible. This would also allow us to test them out.

I like this idea a lot! However, the first world is intended to be self-contained to work as a demo, so the limitation of just the core resources and upgrades is purposeful. The rest is subject to change, an I’m open to reconsidering, but here is my plan for getting the first few expansions out the door. They will mix and match new and existing materials, create worlds that are hard (but not impossible) to explore without a new upgrade, and have a unique material which unlocks and powers up that new upgrade after a bit of playing.

On the desert planet, the Simplex material and Wheels upgrade are what makes it easier to traverse. Then on the ice moon, it’s the Tesseract material and Thrusters upgrade, and so on. If you want a head start, then I’d recommend investing in Pneumatics and Gyroscopes to jump and climb its mountains. The Thrusters are fun, and completely change the game, but also optional!

You’ll also encounter these worlds non-linearly, in different orders each playthrough. So the upgrades won’t quite have an intended sequence beyond what you’d like or think is important for your experience.

How will blind players know about changes in the terrain like slopes caves and such?

Great question! I’m still working on this. And my views and approach evolve every time I playtest with graphics off and NVDA on.

The draw distance, other graphical elements, and how perceptions work, are deliberately designed to encourage sighted folks to use the terrain scanner to sonify the terrain. This evens the experience quite a bit. Because the desert planet is so flat, it was easy to avoid calling this out in other ways. But in other worlds it is more important to get this right.

The upcoming worlds have some audio cues associated with their terrain which helps communicate their elevation. For example, the ice in the new world creaks. And in the ocean world, there will be audio cues for the caves and their walls.

If possible, I think it’d be cool to have some fun and quirky upgrades for your suit, not entirely sure what but something to make you laugh.

I feel like every driving game needs a honk button. And a reverse tower defense level (not an explicit promise, but a threat for Side F).

Anyway, most times I take this project (and my others, and myself) far too seriously, but we’ll see! So far the writing is quite dark, but I have a lot of fun with it and inject humor where I can. After a while, stranded on an alien planet, the whimsy could certainly become more upfront than the perception I wrote and deleted where your arm fell off (for science).

Lastly, I recommend to change the sound for switching to different movement styles to something more mechanical in nature if not done already, not a fan of the one used when switching to and from wheels.

I’ll consider this! The current sound is stolen from my game E.X.O. and did not receive a facelift in this most recent update, where I redesigned almost every other sound to be unique from that game.

Hey.

Thanks for the reply, really enjoyed reading this.

My sleep schedule is shot to hell so glad I had an excuse to get up and sit at my desk.

I know it might be a longshot, but would you consider giving us side B without perceptions to play with in the meantime like what you did with the alfa?

No pressure at all, it's just the jetpack! Hahaha.

Are we able at the current moment to use the jetpack in the desert? Maybe you'd consider letting us do this instead?

If not, no worries.

Hey, just had an idea for a new project.

Audio random Psychedelics simulator! A game that allows us to take things like datura and shrooms and have random experiences. Hahaha.

Developer

You’re very welcome! I was up late myself, and it was fun to write.

I know it might be a longshot, but would you consider giving us side B without perceptions to play with in the meantime like what you did with the alfa?

I had considered this but didn’t feel it was quite ready yet. I’m definitely interested in sharing previews for new content early and often. My biggest concerns are quality control and timing. I would like to find a way for those goals to align.

Are we able at the current moment to use the jetpack in the desert? Maybe you’d consider letting us do this instead?

No. You will need to collect the Tesseract, which is a unique resource on Alpha Periphery C2. This will also unlock the RCS system (for turning mid-air) and the Cargo Racks +2 upgrade (to collect even more stuff).

Hey, just had an idea for a new project.

I think I need more life experience before starting this one! But you can, uh, become poisoned and have auditory hallucinations in soundStrider.

Hey.

Will we be able to take the jetpack back to the desert after unlocking it, and will the world be compatible with the new upgrade?

Speaking of sound strider, I can't seem to figure out how to play it.

How do I play the adventure mode? I can't figure out what to do.

Developer

Yes! I’ve been flying around there a lot, and on the ocean surface of the next world too. Although rare, there are even some unreachable places in the desert, that were built with the expectation that eventually the jetpacks would be added.

For soundStrider, there is a thread about this that I’ve just replied to.

Thanks. Seriously can't wait to try the new world!

Developer (2 edits)

By any chance are you playing with keyboard controls, and pressing Ctrl+W? It seems like whatever was preventing that hotkey from closing the game is no longer working. (Was it even working?)

Edit: The next release will address this specific issue.

I play with a controler, but when I wanted to close the manual after opening it from settings I pressed ctrl w, and the game stopped working after that.

Developer (1 edit)

That’s good feedback. The manual is embedded with an <iframe> so it’s technically the same window as the game. Is there a way you’d prefer to interact with this, that doesn’t involve opening a new window? I should revisit this with a screen reader and try making it easier to navigate. At least it switches to the document focus mode.

Well, normally it opens in your browser, making it way easier to navigate.

This is the prefered way honestly.

(1 edit)

Hey.


Congrats on the side B preview.

The game still won't start. The window appears for a second and then kicks me straight back to the game directory.

Any ideas?

Developer (1 edit)

Hello, thanks for reporting. I’m so sorry that this is a persistent issue.

I just verified that I did, indeed, upload the correct archive and binary.

It’s using the latest Electron wrapper, so ostensibly if you can run a Chromium-based browser, then you can run the game. I thought maybe it could be caused by the launch flags that I have set. These relate to getting the game to work on Steam and Steam Deck. However, these are the exact settings that were used in soundStrider and my other downloadable games.

The main difference between this game and previous is that it uses WebGL2 instead of canvas painting for its graphics. There is code in the game that gracefully handles when a supported GPU is unavailable. So if my previous games work for you, then this could be the cause, and it seems like it’s happening on the Electron side of things.

I don’t have access to your computer, and unfortunately I’m not very savvy on this type of troubleshooting. Here are two things we can try, that I found from this GitHub thread:

  1. Create a shortcut to periphery-synthetic-ep.exe. Add a launch flag by editing the Target in its Properties dialog. This launch flag goes at the end of the target, separated by the space. Then try opening the program. The flag is: --no-sandbox
  2. Open a Chromium-based browser and visit chrome://gpu. It will generate a report. Beware that there can be personally-identifying information in this report, like your user name and browser install path. There is a button which allows you to copy the report. You may remove any sensitive information, paste it here, and I can look for potential problems.

Let me know if anything helps. Thanks for understanding.

Hey.

Thanks so much for the reply.

I'll definitely give this a try.

Since the game doesn't appear to run in a browser, would your suggestions still work?

Sorry, I don't really understand electron.

Developer

I believe both could be helpful.

It’s no problem! I just wanted to be transparent with my thought process, and thought of this also as a note to myself for later. 😀

So the game is designed to run in the browser. Here on itch I’ve embedded the demo version. Due to a technical limitation with the platform, there’s no mechanism for me to swap it out with the full version if you have a copy. So I provide the HTML5 build which can be opened directly in a supported browser. A drawback of this build is that its save lives in your browser, so it can’t be easily backed up or transferred between computers.

Electron is basically a way for you to package up a web application inside a dedicated Chromium browser. So the desktop build is essentially the full web browser, but I get to control what it opens and how they talk to each other. A benefit to this build is that its save game lives in a file on your system, which means it’s perfect for a save-syncing service like Steam Cloud. It also means that you get the intended experience without needing a specific browser installed.

It’s possible that you could also try switching to the HTML5 build if you have a supported browser. However, given those limitations, you will need to start over from a new game.

(+1)

Hey.

I tried the html5 build and it works perfectly.

I'll try to get you that info, but I've got a feeling that it's a me problem lol.