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EzioEagle

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A member registered Jan 15, 2018 · View creator page →

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I did look into it when I first released the game, but there was some problems. Like with linux, I'll look into it again at some point. For now you might be able to run the windows version with a compatibility layer like Whisky (I'm not sure though, I don't have a mac to test it)

I did try exporting a linux version a while ago, but levels didn't load properly unfortunately. I'll have another look at it at some point to see if I can fix it, but for now Proton should work

There's not a way to rebind inputs in game unfortunately, that's a feature I'd like to add at some point. I think you might be able to add the game as a steam game, and then use steam input to set a custom profile for it to change your controls (I don't have a steam deck so I'm not 100% sure)

damn, good that that works, but bad that it confirms that something in 1.6 is the problem

So I still don't know why it's happening, I'll keep looking into it. There's still several possible causes since a lot changed in 1.6. Worst case scenario is that the only fix is basically re-writing the entire note spawning and timing code. Hopefully I can find a simpler solution so I don't need to do that since that will take quite a while.

I don't want to leave you unable to play Ch4 maps until then though. While I can't back-port all of the features of 1.6 right now, I have managed to put just the Ch4 maps in, so I've updated that build with them. The only other change is actually one of the possible causes, I changed the audio on all maps to use the ogg format instead of mp3. This is since they let me compress it smaller while still sounding good, and if I didn't, the file size would be over the Itch.io limit, so I literally couldn't upload the game. I knew oggs were smaller from the start, but I chose to use mp3s since they are less computationally intense to play, so have better performance, and back then there weren't enough maps to hit that limit. So it's possible this doesn't work because of ogg's worse performance, but if it doesn't that will at least confirm the cause of the problem (although, if that's the cause... I'm not sure there's not much I can do to fix it...). So let me know if it works! If it doesn't I'll revert it back to just the actual 1.5 update so you can at least keep playing the pre-ch4 maps

I just released another small update, 1.6.0.2, this one does have a small feature for custom mappers, and updates Raise Up Your Bat to use the new 1.6 animations. Full patch notes are at the bottom of the 1.6 development log.

Huh that's really weird because this update should be preforming significantly better on web since it's on an updated version of godot, which is specifically meant to have better web performance because it added WebAssembly SIMD support :(

But yeah ok here's a link to an old version (1.5), the password is "D:LLP" (I want it to be unlisted so it's not showing up in searches, the only way to do that was to put a password) https://ezioeagle.itch.io/dllp-alt So just to double check, could you let me know if that version works fine?

Sorry about that, it's not a feature, it's a glitch caused by too much lag. If you're playing the web version, make sure graphics acceleration is on in your browser's settings. If you're using Firefox, try a Chrome (or another Chromium based browser), as Firefox has issues with Godot web games unfortunately. If that doesn't fix it, the downloadable version should have better performance, making this less likely

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...ngl I originally had both built-in and custom as purple, then thought it would be funny to make it pink for the FRIEND reference. But I only changed it for the built in maps, forgetting to change it for custom maps lol. I'll change it to pink too so it's consistent

Thanks, glad you like it! Yeah that would be cool, and it shouldn't be too hard to implement, so I'll put that in the next update

ffs how did I manage to misspell it 3 times, I swear I know how to spell it lmao. Thanks for telling me lol, it'll be fixed next patch

I might add some more at some point, idk when though

I'll do Raise Up Your Bat at least, but idk about the rest yet. It would be nice to give them all proper animations, but that would take a while (there's 81 other maps), and I could be making a new feature or something with that time instead. So maybe just some of them? Idk yet

You use the notes shown in the image in the custom map guide doc. D3/38 is left note, C3/36 is right note, and the notes above and below respectively are hold notes (D#3/39 is left hold note and B2/35 is right hold note).

If you're still having trouble let me know exactly what step you're at and I'll try to help!

Thanks, glad you like it!

Just released a tiny patch to fix a few small issues from 1.6. Patch notes for it are at the bottom of the 1.6 changlog, it didn't feel worth making a whole different post for it since there's no new features

Thanks for playing, glad you like it! Don't worry you're good, I want people to let me know about any problems they have so I can fix them and make the game better!
Although unfortunately that's a problem I'm not sure I can fix. That's a known issue that can happen when there's too much lag, which can happen on lower powered devices like Chromebooks. It's caused by the music and the midi player (which spawns the notes over the box, only becoming visible when they enter the box) going out of sync. There's a system to mitigate that, by slightly moving the spawn position of the notes up or down, which works great for when there's not too much lag. But too much lag overwhelms the system, so the spawn point is pushed down so much that the notes starts spawning inside the box.
I'm not sure how I could fix that without rewriting most of code for note spawning, which is obviously a pretty big project. I'll keep trying to see if there's some other way I can fix it, but for now, sorry it might just not work on that device

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Nice, good job!
1. Damn that's what I get for rushing and not spell checking, oops
2. Ah yeah so that's because the font only scales properly at 16 and 32 font size (or larger sizes like 64 too but that's way too big for a game that's 540 pixels tall lol). But that text is 24, so there's some non-integer scaling happening, so some of the pixels get scaled to be. I think I actually did notice it ages ago, but forgot lol. I'll up it to 32 so it's fixed.
And yeah I agree with the difficulty changes.
I'll release a 1.6.1 update with those, and possibly other fixes/changes in the next few days
Edit: The patch is out now

1.6 IS OUT NOW!!! Check the Changelog for details, there's a lot. This is definitely the biggest update I've made so far, so while I have bug tested it, there's a good chance there's some bugs I missed. Let me know if you find any so I can fix them. Hope you enjoy playing it!

Yeah that start bit is enough to move it up, done

The Deltarune: Lightners Live Plus 1.6 Update (Ch4 maps, animations and scoring overhaul) will release TOMORROW!
...I'm pretty sure anyway, assuming there's no unexpected last minute bugs/other problems

Right now I'm just doing some finishing touches to the custom map guide doc, as well as some final bug testing. I'm pretty confident in a Saturday release, but a small delay of a day or two could happen if I find a game-breaking bug that takes a while to fix

It's a combination of a few factors. First is that this is a much larger update than 1.4 (the Ch3 map update). 1.4 also included the tabs in the map select menus. This was a feature that took quite a bit of work, but it was the only other major feature in the update. The Ch4 update has 3 features that are as big. It has the animation system (maps can make Susie, Ralsei, and Kris play animations), the save file revamp (it now saves, and displays, more data about your performance) and the Hold Notes revamp (fixing a long-standing inconsistency with hold notes, which was required for the save file revamp). Also while not all maps have full animations, quite a lot do, which means the maps themselves took longer to make. There's also a few other smaller features too, so this is by far the most I've added in an update.

Another factor is that I was kinda burned out after the 1.5 update (the Undertale 10th anniversary map pack), so I did take a break from it. Working on this game on top of covers for my YouTube is a lot of work lol.

The good news is the update is pretty much done now! Just a few small things left to do. I am unfortunately very sick right now so I haven't been able to do much in the last few days, but once I'm better (hopefully soon) it really won't be long!

Thanks, glad you like it! The game isn't open source, but you don't actually need to change any of the code to add more maps, you can just use the built in modding support for that. If you're interested in how my game was made, maps are midis, I used this godot addon https://github.com/nlaha/godot-midi , which plays the midis in sync with the music, spawning notes at the right time.

Thanks, glad you like it! Yeah multiplayer would be cool, but as you can probably imagine implementing that is a big undertaking. For now I'm still working on the Ch4 maps update, which will be out soon!

Nice, good job! Fixing some bugs took longer than I expected, but it shouldn't be too much longer now!

Oops sorry I missed this until now. I'll maybe have a look at it again after the next update is done, but fixing it would probably require a big re-write of a lot of the game, so unfortunately I wouldn't bet on it. I think if you just add it as a non-steam game on Steam (in Library, click "Games" at the top and then "Add a Non-Steam Game to My Library"), and enable proton (right click the game, click Properties, click Compatibility and choose Proton) that should work? (although I haven't tested this myself so it's possible that doesn't work)

Thanks, glad you like it! I would like to add pausing, but implementing it would be likely be significantly harder than it sounds. It wouldn't just be pausing/playing the audio and midi player, there'd probably be issues with note sync and scoring for hold notes that would take a while to fix. Hopefully I can add it in a future update, but for now I don't want to delay the Ch4 maps anymore, it's already been way too long (shouldn't be too much longer though!)

Yes a few weeks

It would be cool to add that at some point, but for now I'm focusing on more important gameplay related things, like Ch4 maps (which should be out soon!)

Yes it's not a bug, it's a hard limit I put on just to make sure there wasn't any bugs, especially on the web version. I'd like to just put an option in the menu so people can choose themselves, but the menu is already completely full (there's already another option in my dev build), so I'll need to do a proper revamp of the menu to allow scrolling or tabs, so that'll be in a later update so Ch4 maps aren't delayed any further

Thanks, glad you like the game! That sounds like it's a "motion aftereffect" illusion, which if it's moving upwards is actually probably caused by the notes themselves, not the spotlights, since it requires constant movement in one direction (the notes in this case), not something moving up and down like the spotlights. So it would probably still happen if the spotlight were disabled.
That being said I'll still consider it for when I do a revamp of the settings menu. I would do it in the next update (Ch4 maps), but the menu already has a new setting coming that update, and the menu is now completely full, so to add another one I'll need to do a revamp to allow for more options, which will be a bunch more work than just adding a single option, so it'll be it's own update so Ch4 maps aren't delayed any further

Ah thanks, just fixed it. That'll be in fixed in the next update, the Ch4 map update.

Yeah that's been a problem that I've been trying to fix for a while now (well tbh more like, wanting to fix it but dreading having to basically redo the scoring code so I kept putting it off lol), but I finally fixed it last week! It's consistent now in my dev build (apart from very very slight inconstancies that I'm pretty sure are just floating point imprecision, they're way too small to affect the score since it's shown as an integer in-game anyway, so it's basically negligible). It'll be in the next update, which will also have some other stuff like all Ch4 maps!

Looks good!

Oh sorry, should work now

I'm focusing on Ch4 maps for now, but yes I'd like to add that at some point

Hi, sounds cool! I'd be interested to see it if you finish it. I can't give out the mp3s, but sure here's the midis https://drive.google.com/drive/folders/15CVtfOD-icPs4pwP3hUSFjT_CBQyzc0o?usp=sha... 

I'm focusing on Ch4 maps for now, but I might add more Undertale maps eventually. For now, yeah a custom map could work

I do love them too, but the Ch4 maps update will probably be just the OST tracks since there's already so many of them (40) and I don't want to delay it any more. I might do them after though, although making the maps will probably be a pain because they're played without a metronome, so I'll need to manually get the timing of each note perfect instead of just snapping them to the grid, which will take a lot longer.

The next update I'm working on is the Ch4 maps update, so it'll be in that!