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FriendlyStreet6220

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A member registered Jul 29, 2018

Recent community posts

Thanks for looking into this.

After doing some further research: It appears to be a common issue in GNOME that this dialog shows up if an application is busy for some seconds and does not respond quickly enough. Since there are several complains, this may subject to change in other versions of GNOME.

If you're interested, you could reproduce this using a Debian live image in the GNOME flavor and start RotT in there. However, I wouldn't care too much if this doesn't affect a majority of Linux users.

Thank you for your reply, I'm glad to read that you found the white rectangular culprit :-)

Regarding the "not responding" dialog: I'm afraid starting the game in fullscreen doesn't help, I already start it in fullscreen. Switching to windowed mode just puts the game into a window, but the dialog still appears at the beginning. At the positive side, I never have to switch out of the game, the mouse works perfectly fine.

I just noticed that the game always makes full use of one of my 8 cores after the Unity logo disappeared and before the menu slides in. It's just for 1 or 2 seconds, but that's around the time where the dialog appears.

If you need any further information, just let me know.

Hi,

Just finished playing the Linux version of this game (x86_64 on Debian Jessie), really a beautiful game. Well done!

However, I noticed two minor issues (they also appear on the 32-bit version):

  • During the very first screen before the main menu comes, it always triggers GNOME's message "Return of the Tentacle not responding". I always have to click "wait" in order to continue. I don't know what the issue could be since such messages are supposed to appear only if a window is actually not responding for several seconds. But in this case, it appears immediately after the Unity logo was presented.
  • The mouse pointer is always visible as a little white rectangle when it's supposed to be hidden (in cutscenes or if an action is in progress). In any other cases, the pointer is displayed as supposed. This was tested using the radeon graphics driver with and without compositor, not sure if this also happens with other graphics drivers.

PS: I also tried both Windows versions via wine, it works flawlessly without these two issues. As a side note, in wine you have to force OpenGL, otherwise you'll have minor graphical glitches caused by wine's DirectX implementation.

Anyway, I'm looking forward for more of this game :-)