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EzioEagle

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

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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!

Hmm yeah that should work. So just to confirm, the Custom Maps folder should be in the same folder as the exe, and then inside that should be all the folders with your maps (or folders containing folders with maps if they're sorted into map packs). So for example, the path of the midi file should be (game folder)\Custom Maps\Map\Map.mid, or (game folder)\Custom Maps\Map Pack\Map\Map.mid if it's in a map pack.
Maybe try just redownloading it completely, put the maps in there and try it

Hi, sorry it's not open source, but glad you like it!

Try clicking on the game, it might just be not focused. If that doesn't, work, are you playing the web version or the downloadable version?

Oh, I actually didn't know Enter worked for interact in Deltarune, I thought it was just Z like the menu says. But yes, use Z,  and I'll add Enter (and Shift for Cancel) an an accepted input for interact in the next update

Nice, glad it works!

I would like to, but none of the ways I've tried to do it have worked. As far as I can tell, there's no way for a web Godot game to access folders on your pc like the the downloadable build does. There is a Godot extension that lets it read a single file, which could theoretically work by having you input a zip of the map, but it doesn't work with files that are over a certain size, so it can't read the music files.
I think there are programs that let you run Windows exes on Mac, that might work for this game? I haven't tested it though since I don't have a Mac.

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Oh oops I just forgot to change that text on mobile, you can just hold the X in the top right to exit. I'll fix that text in the next update

Hi, having Susie and Ralsei be playable would be cool, it's something I'd like to add at some point. More customisation is something I'd also like to add.

Oh cool, thanks for doing that! I haven't gotten to properly test it yet (beyond just opening it and seeing the option for the LLPLUS export) but I'll make a note about it in the guide doc. The midi structure will be getting updated in the next update to also be able to encode animations, but that's just adding new note bindings for animations, without changing the old ones, so all old maps will still work, so this will still work too without any changes.

Try creating a new text file inside the folder you extracted the game in, name it however you want, then open it and paste this:

"Deltarune Lightners Live Plus.exe" --rendering-driver opengl3

Change the file extension from ".txt" to ".bat".

Now open the ".bat" file, which should run the game

If that still doesn't work, look in the command prompt window that will have also appeared when you ran that ".bat", and see if it outputs any errors when it crashes. Ignore the 3 red extension errors, and 1 yellow icon warning, they're known and shouldn't ever cause it to crash. But let me know if there's other ones, since that could explain the cause so I can fix it.

Thanks, glad you like it! High framerate is fully intentional, it makes the game much more responsive and allows much more precise scoring, so it's one of the big benefits this game has over the original

There isn't, it's maybe something I'd make at some point but I'm focusing on making Ch4 maps right now

Try re-importing the midi and audio back into the DAW, to check they're still synced there. If they aren't, then fix that and re-export them

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Unfortunately that's a limitation of the way Godot handles inputs by default as far as I know (when inputs are bound to the same "action", holding down one of the inputs bound to it will mean that pressing a different bound input won't activate the is_action_just_pressed() function, which is used for hitting notes). There might be a way to fix it by making a custom input handler, but that's quite a bit more work. I'd like to do it at some point though 

F4 toggles fullscreen, pressing that once or twice might fix it. I have also seen Firefox can have that problem sometimes, unfortunately it has problems with Godot HTML5 games, so if you're using it try Chrome or a Chromium based browser

Unfortunately it's not quite as simple as just pressing export to Mac, there's some other stuff I'll need to figure out first, but yes I'd like to do it at some point

Try re-importing the audio and midi files back into the DAW, to see if they still match up

Hmm I'm not sure why that would be happening, it always displays the correct percentage for me, and the 2 main possible causes I could imagine causing that aren't happening. The code explicitly keeps it all as floats, so it's not being turned into an integer somewhere. The issue isn't rounding either, since the only rounding that occurs is rounds it to the nearest 0.01, not 1. I'll look into it more though, thanks for telling me!

Ah yes, early in development I used the C and D one octave above the normal notes for the hold notes. I later changes this to the adjacent notes, but I had to keep those bindings working so the old maps would still work. So to fix it, just move all your notes 1 octave down

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). Again you might need to shift that up or down an octave depending on how LMMS labels it's notes.

Huh I've never heard of that. The code is pretty simple, just runs the is_action_just_pressed() built in Godot function and does the score() function if it's true, which is identical for left and right so it shouldn't be possible for it to only happen with left. The fact that it happens with multiple inputs means it's probably not your keyboard either (unless they were all broken in ways that didn't affect the right keys , but that's unlikely). So yeah that's really weird, I'll look into it more.

That's just because it doesn't run as well on mobile, so that causes that issue. There's probably not much you can do about it apart from playing on pc, sorry

A favourites tab would be nice to add, although it would actually be a lot more work than you'd expect to implement, maybe at some point though. And yes I do want to get the note hit percentage shown in the menu soon, hopefully in the Ch4 map update.

I  mean that's just a map editor, which I do want to make, but it's a LOT of work and there's other stuff I'm working on first. For now you can just do that by importing a midi into a daw and adjusting the notes there.

I wanted it to be a spooky random chance secret, and made it loud to make sure people would definitely see it when it happened. But someone else recently asked to have it toned down too, and yeah in hindsight I totally agree it's way too much, so I have already turned the volume wayyy down (it's now barely audible over the music) and removed the shaking, in my project file. These changes will be applied in the next update. Sorry for any stress it's caused, it was just meant to be a cool secret, but I totally see why it could cause issues now

Won't be in the next update, but yes that would be nice to implement at some point

Some DAWs count midi notes differently (e.g. C3 might actually be C2 or C4 in your DAW), so try moving the notes up or down an octave

That would be cool. It's not as high a priority as other stuff that affect gameplay like Ch4 maps, and will also be pretty hard to code (in fact iirc toby said it was tough to implement into deltarune too lol). I'd still like to do it at some point though

What do you mean? If you're just asking about the controls, they're listed in the description

Yeah that happens when there's poor performance, which is just way more common on mobile. I'd love to fix it at some point, but I'm still not sure how to, it would likely require big changes to how the game works, so it's a lot of work. 

Ah, yeah that CPU's graphics doesn't support OpenGL 3.3, which is the minimum requirement for Godot games, so I don't think it's possible on that pc, sorry

I hadn't considered that before, but yeah that would be cool. It won't be in the next update but I'd like to do that at some point. Until then, if you do want to play on a different machine, save files are stored at C:\Users\[your name here]\AppData\Roaming\Godot\app_userdata\Deltarune Lightners Live

Hi, it's actually been in the game since I launched it, it's just a very low chance, 1/1000. I wanted it to be a spooky random chance secret, and made it loud to make sure people would definitely see it when it happened. But someone else recently asked to have it toned down too, and yeah in hindsight I totally agree it's way too much, so I have already turned the volume wayyy down (it's now barely audible over the music) and removed the shaking, in my project file. These changes will be applied in the next update. Sorry for any stress it's caused, it was just meant to be a cool secret, but I totally see why it could cause issues now.