Congrats on the release, Naughty! I'm very much looking forward to playing this.
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Congrats on completing Chapter 3. Just want to give you a heads-up that using a Market Build outside of Steam will cause Mac users a lot of grief. Mac applications run by directly executing a ".app" package. Market Builds, however, silently fail when the ".app" is called. For your game, Mac users need to go inside the application itself (something most users won't know how to do).
Mac users will need to execute the following command:
ColorOfMySound.app/Contents/MacOS/ColorOfMySound
In future, please consider a separate macOS build for Itch. Cheers.
Congrats on the release, Ezy. Downloading now. Very much looking forward to seeing how the 0.3 cliffhanger is resolved.
Speaking of which, when I go to the d/l page in my library, I see the following advice on how to run the game: "Delete v2.1, Unzip and copy v0.3.1 somewhere and run AlphaOmega.exe". Might want to consider updating that instruction to not be architecture- and version-dependent.
Cheers and congrats!
Thanks for the information, John. I'm unaware of any issues with Ren'Py with UHD graphics, but here's an idea that might help you:
When running the game, press Fn-F3 to bring up the video information. It'll look something like this:
Note the line near the bottom that says gl. That's the renderer my system is using. When you've pressed Fn-F3, make a note of yours. It's likely going to be either gl or gl2. What we're now going to do is change your renderer. What I want you to do now is press Shift-G. Up in the upper left portion of the screen that opens, you'll see the renderer settings. By default, Ren'Py is set to automatically choose:
Don't worry, any change we make here can easily be undone and won't affect any of your other Ren'Py games. What I want you do do is to click on the Force renderer text button that is opposite to what Ren'Py has chosen automatically for you. So if you saw 'gl', click on Force GL2 Renderer. Likewise, if it was 'gl2', click on Force GL Renderer.
After this, you'll need to Quit and restart the game. Let me know whether this fixes the issue for you.
Cheers!
Hi. Sorry for the trouble you're experiencing. I'm a beta tester for the title and a Mac user. I'd be interested in knowing which version of the OS you're using, whether you're on Apple Silicon or Intel and what you might see if you press Fn+F3 during game play. The upper-left of the screen should give you information on the renderer and frame rate you're seeing among other information.
Full disclaimer, I have been unable to reproduce this issue on an Intel CPU running Monterey with an AMD GPU. As such, I currently have no helpful ideas without further information. Sorry again for the trouble.
0.9.2 has a significant logic issue where it assumes player intimacy. If player resists Jezz completely and then does not sleep with Freja after battle, dialog with Jezz at the Witch's House in the forest with Val is completely wrong. The whole conversation with Jezz is premised upon player NOT resisting at the castle and then sleeping with Freja.
This was discovered on a solo Gwen path on a fresh game start.
[Edit to add: Additional logic error following lake date with sisters … If player immediately goes to bed and doesn't visit any cabins, following morning conversation with Jezz has her thanking player for the sample and player says that Val really stepped up to help. Totally broken game logic here.]
We're VERY close to having this 100% sorted. Here's the GOOD:
- 2.3.1 logs in on both macOS and Linux with this workaround.
- That is true for both the Mac app distribution on your channel and under npm.
Here's the BAD:
- gui-butler seems to use 'osx' as the channel name. Mac channel is called 'mac' on Itch.io, so the query fails with "No channel osx found".
In the UI itself, I would use "macOS" as the OS name and 'mac' as the actual channel name when communicating with the API.
The butler docs suggest that osx should also work, but it apparently doesn't:
If it contains mac or osx, it'll be tagged as a Mac executable
Thanks for the help. I appreciate it and commiserate with your frustration.
Is there any way we can put a timeout or ensure output of any incoming data for this gets printed to console? I suspect that this await just never actually receives anything ...
const auth = await api.invoke('oauth:login', document.querySelector('#rememberMe').checked);
I'm more familiar with step-through debuggers in an IDE, so I'm a bit out of my depth here.
Well, we're making progress. The Linux version now displays the GUI correctly. The bad news is that its login appears to stall exactly the same way that the Mac app does. This is what I see after authorizing a login (confirmed both with Firefox and Chrome as the Itch intermediary):
Since macOS uses a modified BSD under the hood, I'm not surprised that the behaviour between Linux and macOS is similar.
I don't really know anything about Javascript, so I'm unsure at this point what I can do. That said, given the parity of apparent behaviour on Linux, you might consider installing VirtualBox and Linux for doing eyes-on troubleshooting. Both are free.
Just adding that if I change directories into the gui-butler app itself to run butler, e.g.,
cd /Applications/gui-butler.app/Contents/Resources/app/butler
Using that butler from within the bundled app can successfully check the status of a project's channel. So, butler is working in any case. It's just the GUI that appears to be broken.
Hi.
If you're suggesting that gui-butler should be able to store its own credentials, that does not appear to be the case on macOS. If a locally-installed butler has not created its API key in ~/Library/Application Support/itch/butler_creds AND the app is opened from the Applications folder, gui-butler returns the following error:

Additionally, it warns to set the environment var BUTLER_API_KEY. When we do that, we get ...
Other workflows do not change the outcome. With a local butler and the API key unset, Wharf authentication proceeds as expected and the API key is written to the butler_creds file. My installed CLI butler at this point performs all tasks as expected. gui-butler does authenticate, but after itch authorizes gui-butler to access the account, the screen does not update from what you see above.
I have downloaded the source code, but I see this is all built in Javascript. I do have Xcode installed, but I have no idea what I might do to try and compile or debug this. Any chance you can give me a hint?