Sorry about that, it's not a feature, it's a glitch caused by too much lag. 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.
I'd like to look into a way to fix it completely, but it will probably take a while to implement as it would likely be basically redoing the entire way the game spawns notes from scratch, and even then I'm not sure it would work. I'll have another look into what it would take to fix it, but unless it ends up being much easier to fix than I expect, it probably won't be in the next update, since I want to release the Chapter 5 maps update as soon as possible. I'll definitely look into it more after that though!
EzioEagle
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Thanks, glad you like it! It would be cool to have lyrics. It would be pretty difficult to implement though (in fact IIRC toby or one of the other devs said that was one of the hardest parts), both in terms of making them work in-game, and also making an easy way for mappers to map them (it would either have to be editing a text file with words at time codes, which would not be great, or I'd need to make an editor, which would be a lot of work obviously). So it's not in my immediate plans, but maybe at some point. I am working on a different really cool feature that will be awesome for custom maps especially, which will be in the Ch5 maps update :)
Yeah sorry about that, it's a glitch caused by too much lag. 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
Thanks, glad you like it! Yeah the the timing for them is still tight, but it's at least realistically possible now. The game calculates your score with a decimal, then rounds down to an integer. So before, to get 100 you had to actually get exactly 100, which was extremely unlikely. But I added a special case so that if you get over 99.75, it rounds it up to 100 instead
So it is actually limited to 144fps, which I had done because it helped when the hold notes were inconsistent. But now (since 1.6) they aren't so I should probably remove that limit in the next update. It shouldn't be limiting score at 144fps, but it might do that if the fps is lower, which would happen if you're on a lower hz screen (e.g. 60hz) because of vsync (which I'll also turn off next update)
Thanks, glad you like it! Hmm that's weird if only some of them aren't showing up, but others are. Make sure you've extracted the maps from the zip, properly so they're in the same file structure as the included map (or inside another folder to make a map pack). It's possible the map could be broken if it's got any non standard characters in its filenames, so double check that too.
Assuming you mean the gridlines, I would like to add an option for that. Although I won't be able to add in in the next update since the settings menu is currently full, so there's not room to put any more settings. I'll need to do an overhaul of it to add them, but that will take a little bit, and I don't want that to delay Ch5 maps.
If you're talking about the notes starting to spawn inside the box, that's a bug caused by lag on lower powered devices. I would obviously like to fix that, but that will take a while, so it also probably won't be in the next update.
It probably will be longer than Ch3 took, since each map does take a bit longer to make now because I have to make the animations too. I'm also mid way through implementing 2 big features, so I need to finish them too.
BUT, it definitely won't be a long as Ch4 took. That update's other features were really tough to implement so they took quite a while, whereas this updates features aren't quite as difficult. There's also the factor that I did just take a pretty big break from working on the Ch4 update after the Undertale map pack since I was burned out. I hopefully shouldn't need a break this time though.
Yeah sorry about that, it's a glitch caused by too much lag. 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
No, you should just play the exe downloadable version is better, as it supports custom maps and has better performance. If you're asking because you're on Linux, you can play that with a compatibility layer like Proton. While I haven't confirmed this, you should be able to do something similar on Mac with Whisky
Thanks, glad you like it! I'll obviously be focusing on Ch5 maps next, but I'll maybe go back and add some more Undertale maps at some point (probably not the whole OST since there's 101 lol). Until then, if you can play the downloadable version, there are a bunch of Undertale custom maps on the gamebanana page, including 2 of metal crusher
Thanks, glad you like it! Previously it was inconsistent based on framerate, so it depends on how well the game was running, so some people might be getting more points for hold notes after the update, and some might be getting less. And yeah Ch5 will take a little while, but definitely not as long as Ch4 maps did lol
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
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
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 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
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



