Got my commenting privileges back. Yeah baby!
EmDotRand
Recent community posts
If you follow the WCAG guidelines on photosensitivity you'll usually be fine. In a nutshell:
- No more than 3 flashes (Light to Dark to Light transitions) per second. (I'd still squint, but it doesn't hurt)
- Bright red specifically should be avoided.
- There's more leniency if flashing occurs outside the areas of focus (eg in a small corner of the screen).
There's a point about disabling motion entirely, but that's not an option in games outside of screen shake. Additionally I'd try out other means of emphasis depending on the genre and art style. Stuff like:
- Subtle particles
- Squash-and-stretch
- Knockback (for action games)
- Gradual tinting
- Freeze frames
- Dedicated animation frames (if constraints allow it)
Got a seg fault on the linux version
$ ./LovelyCraftPistonTrap [UnityMemory] Configuration Parameters - Can be set up in boot.config "memorysetup-bucket-allocator-granularity=16" "memorysetup-bucket-allocator-bucket-count=8" "memorysetup-bucket-allocator-block-size=4194304" "memorysetup-bucket-allocator-block-count=1" "memorysetup-main-allocator-block-size=16777216" "memorysetup-thread-allocator-block-size=16777216" "memorysetup-gfx-main-allocator-block-size=16777216" "memorysetup-gfx-thread-allocator-block-size=16777216" "memorysetup-cache-allocator-block-size=4194304" "memorysetup-typetree-allocator-block-size=2097152" "memorysetup-profiler-bucket-allocator-granularity=16" "memorysetup-profiler-bucket-allocator-bucket-count=8" "memorysetup-profiler-bucket-allocator-block-size=4194304" "memorysetup-profiler-bucket-allocator-block-count=1" "memorysetup-profiler-allocator-block-size=16777216" "memorysetup-profiler-editor-allocator-block-size=1048576" "memorysetup-temp-allocator-size-main=4194304" "memorysetup-job-temp-allocator-block-size=2097152" "memorysetup-job-temp-allocator-block-size-background=1048576" "memorysetup-job-temp-allocator-reduction-small-platforms=262144" "memorysetup-allocator-temp-initial-block-size-main=262144" "memorysetup-allocator-temp-initial-block-size-worker=262144" "memorysetup-temp-allocator-size-background-worker=32768" "memorysetup-temp-allocator-size-job-worker=262144" "memorysetup-temp-allocator-size-preload-manager=262144" "memorysetup-temp-allocator-size-nav-mesh-worker=65536" "memorysetup-temp-allocator-size-audio-worker=65536" "memorysetup-temp-allocator-size-cloud-worker=32768" "memorysetup-temp-allocator-size-gfx=262144" Segmentation fault (core dumped) ./LovelyCraftPistonTrap
Hell no. "It is what it is" is for quitters.
Sign this petition. We need to tell Visa and Mastercard that we won't take their nonsense anymore.
Edit: The problem is a bit deeper than payment processors. Fortunately action is already being taken.
So I extracted the Windows build with gdsdecomp and used it to make a Linux executable, being sure to untick "Export with Debug". You can extract this to the same folder as the base game and play as long as the name matches the .pck file.
This alone did not fix the lag, but now I can open the project in Godot and view the colliders via the debug settings.

This revealed that instead of the player having one magnet collider, every collectable has its own magnet colliders.

Every collider is an object, and every object inherits all the features (and overhead) of its parent classes. Much more all those colliders are also tracking everything they collide with (like other magnets colliders) even if they don't do anything with the data. No wonder why there's so much lag. If you move the magnet code to the player, you can get rid of the extra area 2D nodes and reduce the number of collisions. You don't need CharacterBody2d since they carry tons of functions intended for platformer games. move_and_slide() for example checks for friction and sliding between colliding objects. Complete overkill. The simpler move_toward() which comes with the Area2D node is plenty for this case.
Sorry if I'm mean here. Insomnia makes me cranky.
On a related note, I've fiddled with a few things, like making mimics rewards scale with your multiplier.

Above uses 1000 * ((Multi + 5)/5) where Multi = 30. At higher multipliers the text spills out and overlaps in ugly ways. This could potentially be an upgrade, though I'm not sure if to have this higher or lower than normal chests.
I also have an idea for a slime girl enemy that still grants semen if you fail, but success gives a higher amount plus reduces you multiplier decay for a few seconds (because her slime lubricates you.)
I don't think so. Every version I remember had "Goblin Glade (DEBUG)" in the title. I mentioned the lag issue a while back in the Linux Compatibility thread.
As for lag, I know that Godot can handle way more than whats on screen when lag starts. Like, way more. Makes me curious to what each collectable is doing. My naive guess would be.
- Listen for Sussy (or a plant) to get near enough.
- Move to the collector.
- Upon collision emit a signal with the number of points it should grant and who (or what) collected it.
- Delete itself.
Plants would also need to keep the base values of the collectables it absorbs in an array, then when collected emit a signal with the appropriate amount of points based what that plant absorbed collected points. Something like:
func _on_enter_player->int():
# Loops through the array, applying the multipliers before adding each value to the total.
var points = absorbed.reduce(func(total, current): return total + (current* multiplier), base_points * multiplier)
add_score(points).emit()
queue_free()Might need some adjustments to fit in your architecture. I'm used to Lua and C99, not GDScript.
More bugs. Attempting to deleting a save file doesn't not reset the upgrades from the main save. Now I'm stuck with a maxed T1 mushrooms that spikes frame time to 600ms after a minute of idling (that's less than 2 frames per second).
Got this error on startup:
ERROR: Non-existing or invalid boot splash at 'res://Recursos/1iWg.gif'. The only sup ported format is PNG. Loading default splash. at: setup_boot_logo (main/main.cpp:3565)
And these upon exiting:
ERROR: 1 RID allocations of type 'N5GLES37TextureE' were leaked at exit. ERROR: Texture with GL ID of 118: leaked 17152 bytes. at: ~Utilities (drivers/gles3/storage/utilities.cpp:77) ERROR: Parameter "RenderingServer::get_singleton()" is null. at: ~CompressedTexture2D (scene/resources/compressed_texture.cpp:464)
Also, are mushrooms supposed to stack on top of chests?
It was checked. For some reason swapping the default music for my own resolved the issue. As for saving, I spam ctrl+s after every action and got the same results for the walls.
Also tried making new objects and atatching sprite "renerer"s to them. At first I didn't attach a sprite and the object returned a null reference error. I tried using a platform texture as a place holder yielded this:

This image doesn't exist anywhere in the texture files. Once again the issue resolved itself from using my own assets. Partially. It seems the y and x values for images get swapped in the editor.


It's problably related to why the walls keep shifting.
Welcome back from the dead. Too bad the editors so rough right now. Selection is painful. Music doesn't work. Don't know why you didn't use point (nearest nieghbour) filtering on skin sprites instead of making things larger and more annoying to edit as pixel art.
Edit: Player skin issue only. Not an issue with other NPCs.
Por un lado: puedo respetar el "porque me gusta" como motivación. Me encanta esa cara de zorra y los hilos de saliva.
Por otro lado: Esos reflejos son una locura. Necesito gafas de sol sólo para mirarlo. Además el BG no tiene sentido y no me gustan las tetas.
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One hand: I can respect "because I like it" as motivation. Love that slutty face and the strings of saliva.
On the other hand: Those highlights are insane. I need sunglasses just to look at it. Also the BG makes no sense and I don't like boobs.
Ugh. Odio utilizar la traducción automática, pero soy un desastre con las lenguas romances.
La primera imagen era un enlace a las herramientas para comparar colores y una explicación sobre la importancia de hacerlo. Como soy fotossensible, me resultó muy doloroso tener que subir la luminosidad del pantalla para ver el texto con claridad. Otros quizá tengan el mismo problema. Quizá sean daltónicos. Las gafas no pueden solucionar eso. Puede que se les escape algún detalle pese a tener una visión perfecta por estar con prisa. Yo lo sé porque utilicé una paleta de colores similar en uno de mis propios proyectos y esas fueron las quejas que recibí. Se trata de la accesibilidad.
Sin embargo, no dicté una solución exacta, ya que eso habría stifled la creatividad de Mushdev y no conocía la paleta de colores ni otras restricciones en ese momento. Por eso dejé la herramienta.
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Ugh. I hate using AI translation, but I suck at romance languages.
The first image was a link to the tools to compare colors and an explanation to why it's important. I'm photo sensitive, so cranking up my screen brightness up so see the faint text was painful. Others might have the same problem. They might be color blind. Glasses can't fix those things. They may miss details despite having perfect vision due to being in a rush. I know these because I used a similar color palette on one of my own projects and these were the complaints I received. It's about accessibility.
However I didn't dictate an exact solution either since this that would stifle Mushdev's creativity and I didn't know of the color pallet or other restrictions at the time. That's why I left the tool.




This is taking a little longer than "a few hours". 

