I'd like to look into it at some point. Until then you can try the web version on a mobile web browser, although it can have some bugs
EzioEagle
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Ah yeah it does make sense that the desync mitigation system would stop the tempo sync from happening. Next update will remove the that, so it might work there. Although since it's also removing the framerate cap, it won't matter. Although unfortunately vsync cannot be turned off on browsers (not in chrome at least, there is technically a way to force it off using arguments on its shortcut, but that seems to break other stuff, the maps just don't play correctly at all for some reason despite them playing fine at unlocked framerates in the windows version?), so it'll be only for the downloadable build.
I get around 1800-2000fps when playing the downloadable version (with a 5600x and 4070), which equates to a frametime of about half a ms, so enough to fix it for me at least lol.
Thanks, glad you like it! It's not actually triggered directly by FPS drops, it's triggered by desync between the midi player that plays the notes, and the music. Specially if the desync is too much, that the desync mitigation system can't handle it, which can cause the notes to start spawning inside the box, making the game unplayable. The error message is meant to explain what's happening, but maybe the trigger for it to show is a bit too sensitive. It's usually caused by/accompanied by fps drops, but it could not be if the thread the midi player is running on lags, but the main thread the game is running on doesn't.
Luckily that won't be relevant in the next update, because I've done a big rework of not spawning, so it's just tied to the music, fixing that desync!
Hmm, I added the grace period that rounds it to 100 if you get over 99.75, hoping to remove that rng aspect so it would at least always be possible to get 100, but I never actually calculated if it actually was enough to do that. I guess it wasn't, oops! I was actually already planning to completely remove the fps cap in the next update, good to know I was right in doing that lmao. Ideally input would be separate from fps, but I'm not sure there's a good way to do that in godot.
If they're playing at 60fps (vsync, which I'm turning off in the update), and playing on a map where the tempo is 60 or 120 (there's probably a few, off the top of my head I know megalovania definitely is 120 for example), it's possible that could line up and always give you the chance to hit 100 (no idea if this works in practice, just theoretically). Then it's just hitting 60fps frame perfects, which is difficult, but definitely possible, especially in a rhythm game where you've got great timing queues from the music.
But also like, I don't think this is that serious lmao, this isn't a competition where it matters, there's no consequences here lol.
Thanks, glad you like it! Hmm that's weird, it should just work. I guess Godot's input handling somehow isn't picking it up. If it's a Windows or Linux handheld (aka not Android, which yes is technically Linux too but you know what I mean lol) you could try adding the downloadable version as a Steam game (click games in the top bar, then "Add a non Steam game to my library"), and then run the game from Steam, since that should make it use Steam Input, which might fix it.
There's a lot of maps to make, but also there's a bunch of other features coming in the update that I need to finish as well. It won't be as long as Ch4 maps took at least. I don't have a proper eta yet, I've tried to give etas for previous updates before and been wrong, so I don't want to be too specific and end up being wrong again lol. So I'll just say that while it probably won't be Summer, but I'm aiming for Autumn unless something goes wrong.
Thanks, glad you like it! Right now I can't really add any more settings options to the game until I do a proper overhaul of the settings menu, since the menu is full, there's just no room for more optinos until I add scrolling or tabs or something. That won't be in the next update, since I want to get Ch5 maps out ASAP, but I'd like to do it at some point.
Thanks, glad you like it!
Yes it's a glitch caused by too much lag. The next update will have a re-write of the note spawning code that should fix that. Until then there's a few things you can do that should help prevent it. 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.
Yes it's a glitch caused by too much lag. The next update will have a re-write of the note spawning code that should fix that. Until then there's a few things you can do that should help prevent it. 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.
Huh I guess the colour index must be stored in the same byte the timing data is in? And my code doesn't handle that because I never considered that, because like, why would it work like that lmao? Idk when I'll get around to fixing that, so yeah I guess just leave it at the default colour, I've added it to the doc.
Huh that's weird. I don't think note colours should affect it, but I guess it might be worth trying without them if that's the only thing you're doing differently.
Are you sure there's no double notes? As in are you sure there's not a 2nd B2 in the same space?
Also, are there tempo changes? They can sometimes be fine, but they will often cause issues.
Thanks, glad you like it! Yes it's pretty tight. Originally you used to have to just get lucky and hit exactly 100, which was basically impossible. So in the the 1.6 update (the most recent one) I put a special case for 100, where if your score is over 99.5, it just makes it 100 (internally note scores are calculated, and then rounded down to the nearest integer). So it's still very precise, but at least possible
Thanks, glad you like it! Yeah the mobile web version is experimental, I just added the touch controls so people can at least try it. The next update won't have anything web mobile specific, but I have made a big change to note spawning so the notes shouldn't bug out and start spawning in the box at least! This was a issue that could happen on any lower powered device (e.g. chromebooks), but it often affects mobile since they're less powerful too
Ah damn. I've uploaded 1.5 (it's basically 1.4.1 but with the Undertale map pack and 2 fixes) to this page https://ezioeagle.itch.io/dllp-alt The password is D:LLP (the only way to make a page unlisted on itch.io is by having a password lol)
Thanks, glad you like it! Yeah getting super high note scores consistently is just hard because the timing is tight, so it's always possible to improve your score. Make sure you've got your latency offset set correctly at swatch. Concert for you is harder than you'd expect for just 2 notes, since you don't have a rhythm of the music to help your timing, it's just visual.
Ah ok, no problem, I probably should have guessed that lol. Huh that's really weird, they use the same font so idk why that would be happening. Are you playing the web or downloadable version? If web, which browser? Firefox can cause problems sometimes, Chrome or other Chromium based browsers seem to work better. Which operating system? If you're playing the downloadable version on Linux or Mac with a compatibility layer (or the web version on mobile), that *should* work, but it's possible that issues could happen.
Sure, I've added an option in the menu to mute it when the game/tab is unfocused. It's a secondary option on the master volume option for now, since there's not enough room to add it, until I get around to doing a proper overhaul of the settings screen. Unfortunately it doesn't work on the web version for some reason (I tried 3 different methods and none of them worked), but at least it'll be on the downloadable version. It'll be in the next update
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!



