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Em_Rand

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A member registered Aug 17, 2020 · View creator page →

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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

Still waiting for a linux version where the text is visible.

Damn son.

It's international. I'm sure not from the states.

We reached a respectable amount of signatures. Now what? Just wait and hope for a response?

(1 edit)

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.

I yield. 2 hours of grind and still couldn't do much better. GG folks.

I'm getting mogged. T_T

Flawless victory.

(1 edit)

Good news: Fps doesn't drop below 30fps.

Bad news: That requires closing every other program. Otherwise fps still drops to 5 frames. Also chest and other items disappear when the item cap is reached and a mimic spawns.

Edit: Other mimics are not safe from disappearing.

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.)

Bro is putting in work.

Was thinking of something similar. The image in the corner would change to show Sussy's building lust as you get a higher multiplier in powers of 2. For example, 2x would be somewhat tame, 4x would have teasing, and so on until Sussy has multiple shrooms up the backdoor.

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.

  1. Listen for Sussy (or a plant) to get near enough.
  2. Move to the collector.
  3. Upon collision emit a signal with the number of points it should grant and who (or what) collected it. 
  4. 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.

Update fixed the issues sans lag. I'm wondering if it has anything to do with the debug version being shipped instead of the release version.

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.

(1 edit)

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.
 
 

Normally I'd use Krita, but with my tablet busted I've been experimenting with Inkscape.

Nothing's wrong with simple. Pancakes are simple too, yet you'd be hard pressed to find someone who'd say no to a hot plate of them. 

That said, there's a lot of eyes on you now. Hope you got something cooking, even if it's
simple. 

And done!  Yes I took some liberties...

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

This gives me an idea. Give me a few hours...

BG = Background = Fondo


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.


---

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.

Huh. No consequences for being terrible at the mini-game.

Right now hitting the save button will overwrite the file with the topmost save. Found this out the hard way, loosing a 30 minute file without so much as a confirmation dialogue.

I bet it's cum.

These are achievements. So far I only unlocked one by moving under the cum bar.

I heard Sussy needed a uniform for class, so I lent him mine.

Sussy in Uniform

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.

---

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.

(1 edit)

Better, but still not hitting the marks. Maybe try using Sussy's line color as the background:


This is pretty punchy while still looking nice.  Also now I wanna see Sussy in a school uniform.

Mind changing the colors on the main page? Currently it's quite hard to read thanks to the low contrast. For reference a contrast ratio of 8.5 is a passing mark.

Additionally the performance on wine is abysmal. Can't even reach 1000 sprites without significant slowdowns

Surprisingly fun. Even with just a few enemy types rounds were chaotic and fast paced, just the way I like it. I wish there was more warning to where the enemies spawn as I had them pop in right on top of me at some points. Also it's not clear if bubble power ups overwrite each other or combine.

SPOILERS (obviously)

===

Shanice and Priestbot go to the Vatican, she get's promoted straight to High Priestess by Pope Son Goku the 2nd for deling with the attack, and after Shanice returns she's able to repair bot parts by a level or two for much cheaper than buying new. Highly recommended.

Updated mesa and vulkan to the latest version. Same result.

Saw the first 20 seconds of the video. Immediately grabbed this game and tried to run it. It attempted to run for a good 3 minutes before loosing context. A shame since it looks really cool. Running on archlinux.

Terminal output:

003c:fixme:service:scmdatabase_autostart_services Auto-start service L"edgeupdate" failed to start: 2
011c:fixme:dbghelp:elf_search_auxv can't find symbol in module
011c:fixme:avrt:AvSetMmThreadCharacteristicsW (L"Games",00007FFFFE1FE250): stub
011c:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
011c:fixme:d3d:wined3d_swapchain_init The application requested more than one back buffer, this is not properly supported.
Please configure the application to use double buffering (1 back buffer) if possible.
011c:fixme:d3d:wined3d_swapchain_init Unimplemented swap effect 0x3.
011c:fixme:dxgi:d3d11_swapchain_GetDesc1 Ignoring Stereo, Scaling and AlphaMode.
011c:fixme:d3dcompiler:D3DCompile2 Ignoring flags 0x8000.
011c:fixme:d3dcompiler:D3DCompile2 Ignoring flags 0x8000.
011c:err:ole:com_get_class_object apartment not initialised
0154:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 00007AE5894DFF50
015c:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFFFFFFFFFA, 00007AE5892BFF50
011c:fixme:dxgi:d3d11_swapchain_GetDesc1 Ignoring Stereo, Scaling and AlphaMode.
011c:err:d3d:wined3d_swapchain_resize_buffers Something's still holding back buffer 0 (00007FFFFF2C8010).
011c:fixme:dxgi:d3d11_swapchain_GetDesc1 Ignoring Stereo, Scaling and AlphaMode.
0120:fixme:d3d:state_linepattern_w Setting line patterns is not supported in OpenGL core contexts.
amdgpu: The CS has cancelled because the context is lost. This context is guilty of a soft recovery.

Log file (log_2024-10-27_14-33-06.txt):

[C:/jam/platform_windows.jai:858] Running through wine
[C:/jam/platform_d3d11.jai:118] D3D11 adapter is: ATI Radeon HD 5600 Seriess
[C:/jam/platform_d3d11.jai:418] Created swap chain of size 1268x689
[C:/jam/platform_d3d11.jai:441] Created render target view
[C:/jam/platform_d3d11.jai:146] Did blend state
[C:/jam/platform_d3d11.jai:158] Did blend rasterizer
[C:/jam/platform_d3d11.jai:191] Did samplers
[C:/jam/platform_d3d11.jai:194] Compiling main shader
[C:/jam/platform_d3d11.jai:645] 7fff_ff2b_3de0, 7ae5_ac60_bf80, 2580, null
[C:/jam/platform_d3d11.jai:657] Shaders compiled.
Took 28.505374 seconds
    Layout gen: 0.000408s
    sample_texture gen: 0.000062s
    Read file: 0.000172s
    Vs compile: 0.060336s
    Ps compile: 28.441674s
[C:/jam/platform_d3d11.jai:198] Initting buffers
[C:/jam/platform_d3d11.jai:201] Creating atlases
[C:/jam/platform_d3d11.jai:235] Created atlas 0
[C:/jam/platform_d3d11.jai:235] Created atlas 1
[C:/jam/platform_d3d11.jai:238] d3d11 rendering platform initialized
[C:/jam/platform_windows.jai:937] Windows platform initialized
[C:/jam/platform_windows.jai:956] Primary_monitor: {refresh_rate = 60; resolution_x = 1920; resolution_y = 1080; dpi = 96; dpi_y = 96; name = "AMD Radeon Vega 3 Graphics (RADV RAVEN2)"; }
[C:/jam/image_catalogue.jai:90] Loaded assets/images/logo.png, logo, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/chad_floor.png, chad_floor, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/logo_fill.png, logo_fill, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/discord.png, discord, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/fmod_logo.png, fmod_logo, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/voideater.png, voideater, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/big_chonk.png, big_chonk, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/tower1.png, tower1, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/tower2.png, tower2, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/bald_logo.png, bald_logo, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/head.png, head, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/bodylink.png, bodylink, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/refresh.png, refresh, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/play.png, play, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/screamer.png, screamer, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/wanderer.png, wanderer, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/gem.png, gem, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/skull_back.png, skull_back, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/skull_front.png, skull_front, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/bullet.png, bullet, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/player.png, player, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/player_back.png, player_back, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/cursor.png, cursor, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/kniv.png, kniv, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/player_og.png, player_og, 26
[C:/jam/image_catalogue.jai:90] Loaded assets/images/reticle.png, reticle, 26
[C:/jam/gem.jai:5027] Succed finding socc 504
[C:/jam/gem.jai:4087] 0
[C:/jam/gem.jai:4087] 1
[C:/jam/gem.jai:4087] 2
[C:/jam/gem.jai:4087] 3
[C:/jam/gem.jai:4087] 4
[C:/jam/gem.jai:4087] 5
[C:/jam/gem.jai:4160] Reset loading state on startup
[C:/jam/gem.jai:5708] Loading thread will do some loading
[C:/jam/gem.jai:3928] Z:\home\[REDACTED]\Builds\demon_knives_v0.2\
[C:/jam/gem.jai:5158] Decompressing...
[C:/jam/gem.jai:4173] Game_State hash is 8a8b0c3169e11c89
[C:/jam/platform_d3d11.jai:430] Resized swap chain from 1268x689 to 1920x1080
[C:/jam/platform_d3d11.jai:441] Created render target view
[C:/jam/platform_d3d11.jai:430] Resized swap chain from 1920x1080 to 1908x1049
[C:/jam/platform_d3d11.jai:441] Created render target view
[C:/jam/gem.jai:5180] Decompressing done
[C:/jam/gem.jai:5187] Compression took 118.2316ms
[C:/jam/gem.jai:5036] Succed soccing socc 504
[C:/jam/gem.jai:3341] Loaded 8511 games into backlog
[C:/jam/gem.jai:5057] According to server, my high score is 0
[C:/jam/gem.jai:5200] Initial soccing ok: true
[C:/jam/gem.jai:5210] Soccing thread is going to wait
[C:/jam/gem.jai:5723] Loading thread be donzo
[C:/jam/gem.jai:2683] Request games
[C:/jam/gem.jai:5212] Soccing thread is woke
[C:/jam/gem.jai:5268] Soccing thread has 1 messages
[C:/jam/gem.jai:5325] Requesting leaderboard games
[C:/jam/gem.jai:5027] Succed finding socc 504
[C:/jam/gem.jai:5036] Succed soccing socc 504
[C:/jam/gem.jai:5057] According to server, my high score is 0
[C:/jam/gem.jai:5499] Sending 256 bytes to server...
[C:/jam/gem.jai:5541] Done!
[C:/jam/gem.jai:5210] Soccing thread is going to wait

There was a Patreon page, but it was deleted due to reports by privileged zealots about bestiality even though aliens were supposedly allowed. Sides, Patreon doesn't allow non-con either and they police your content on other sites.