Looks good!
EzioEagle
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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 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.
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
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.
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.
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
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!
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.
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
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.



