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Elorth

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A member registered Apr 01, 2023 · View creator page →

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Here's the status for those who will try the build on Linux. Those two issues should not prevent you from running the game on Wine. Music will be deactivated though.

The last build includes an option to disable the chromatic aberration!

Aaah I love it on my side! And I wanted to move away from the look and feel of ImGUI (the UI library, I'm using). Maybe it's not the best approach, what do you think of an option to reduce/disable it ?

Ok quite interesting, let me know you find something related to that allocation! I think I should install a Linux somewhere as a test machine, but I'd rather focus on the dev of the game itself. It has rough edges as of today and there is a lot to do!

You benchmark scores are underwhelming, what is your graphic card? 

If you are able to formulate a hypothesis I could do a special build for, don't hesitate. Also I'm quite intrigued by the fact that you have such a large memory consumption though. Is it possible that your number includes Wine or some other layers? (and if this is the case, 32bit and 5GB won't work as you mentioned)

About the results.  That's some solid numbers on a representative of the market GPU tier! So close to that sweet, sweet 60fps. I'm sure I could squeeze some more fps out of that renderer in the future.

This is tremendously valuable data for me. Once again, thank you sir!

For sure, that removes the memory pressure or fragmentation hypothesis. I will wait for others' results to have more insight on this. I have too many clues about where it could come from at the moment. Everything I could do now would be a shot in the dark.

Thank you again, you are very helpful man!

I wouldn't have thought that you would get an OOM. This last test is quite large but it should have fit into ram without OOM (takes 1.5Gb of memory). Maybe the .net runtime set a lower threshold of memory pressure for your config, or a memory fragmentation issue (I have a 32GB ram here).

Thank you to have taken the time to do the test!

Great I'll push a new version 2.71 then!

Could I ask you if you could run the benchmark with the Raymarching rendering enabled and give your result ?

You are damn fast Palindrome! :D

I put a large catch as I don't know what C00D36C4 translate to in .net exception. I put a "Palindrome" version on the main page you can test with. If it works for you I'll push a 2.71.

In this version, I just deactivated musics, not sounds as they seem to have a different codec closer to a wave one rather than MP3 one. Let me know if it's enough.

I was looking into the issue once more and I suspect a missing codec for the specific encoding the Monogame content pipeline is using. 

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Great! This is nice to know it won't take much to get a Linux version running through Wine. And thank you for having taken the time to do the test. It's really appreciated!

The crash you described with the wrongly placed transistor shouldn't have happened to my knowledge. The error file should give us more details on what happened there.

For the benchmark it is quite rough for the default rasterization render mode. So indeed, it crashes for the time being. I'm working on a different rendering technics that allows more larger scene. If you are curious you can activate it in the Graphics options. It should run the benchmark but be warned ! thas is ugly :D.

Thanks man, have a great one! I hope you'll still enjoy it the even without sounds/musics

Done! Dev build with no sound for the test

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That's great! It wouldn't be too hard to get a workaround for the music. Did you manage to get at least one draw of a 3D scene ? There is demos in the Main menu background. If you see something, that means you compiled the shaders properly! That would have been the main obstacle.

For the codec, I use the Content Pipeline of Monogame framework to convert them in a platform specific format. I target Windows, not even sure what format the sound files are converted to. I will do another build for you with no sounds to see.

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I would be curious to know if that could work as well!

Let's give it a try then! Look for the special dev build "HardChip_Palindrome_v0.0.2.61.7z" I just put on the game page

notes: dont play too much with the "Render Method", lazy dev build here:D

So to keep track of this, I posted a Leave a +1 for: Linux version topic on the main game page!

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Running on something else than Windows is currently not supported!

Leave a +1 if you would play if available on Linux!

You are correct indeed! I assume then you are not on Windows, probably Linux then. Unfortunately, the game doesn't support an other OS than Windows at the time (even if I see a not-so-complicated path to run on Linux). I can see other areas of the game where I use DirectX only APIs or Windows APIs.

It is still a pre-alpha game and I'm looking to validate if there is a real interest for it. So I cut a lot of corners to have a playable prototype. You are the first to ask for a Linux version (still assuming you are on Linux). When it will be an obvious obstacle to more potential players, I'll work on it!

Hi thePalindrome! I would love to adjust those as soon as I can replicate your issue. I tried re-downloading both versions (dotnet and notdotnet) from itch.io (to be sure), and extracting it with the native Windows 11 file explorer and with 7zip. In each case, I was able to run the game and have all files seemingly at the proper location. Can you give me more details on your repro steps?

Also, I want to make sure I understand your description. When you unzip, specifically for the example you gave, the "ButtonParagraph-Default.xnb" file is unzipped in the current top folder (so next to HardChip.exe) instead of in a subfolder (precisely "Content\GeonBit.UI\themes\editor\styles\"). Did I get your issue right?

notes: you are right. The build process uses the PowerShell built-in cmd line to zip the game, which seems to be the same as the file explorer one.

Very cool Monogame project!