Yes, but not directly in the beginning. You will get something when talking to the second alien you encounter.
ifo
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The attribute "Average session: A few minutes" is a pure lie - I had to play the entire demo in one go because it was so captivating ;-)
I needed slightly above two hours by the way, including the sanctuary. (Or at least I hope that I solved the sanctuary - is the option to put the item out again used for something?)
It seems something went wrong when bundling the Windows / Linux archive. On Linux I'm getting the following output:
$ bash Henchman\ Story\ -\ Demo\ Version.sh
Could not import renpy.bootstrap. Please ensure you decompressed Ren'Py correctly, preserving the directory structure. Traceback (most recent call last): File "/home/gamer/HenchmanStory-NewDemo-pc/lib/linux-x86_64/../../Henchman Story - Demo Version.py", line 198, in <module> main() File "/home/gamer/HenchmanStory-NewDemo-pc/lib/linux-x86_64/../../Henchman Story - Demo Version.py", line 188, in main import renpy.bootstrap File "/home/gamer/HenchmanStory-NewDemo-pc/renpy/__init__.py", line 56, in <module> from renpy.compat import * File "/home/gamer/HenchmanStory-NewDemo-pc/renpy/compat/__init__.py", line 59, in <module> import future.standard_library ImportError: No module named future.standard_library
Looks really nice, unfortunately I'm not really into shmups ;-)
In case you should be interested in some technical feedback using the demo version anyway:
On Linux the intro video doesn't show, only a white screen can be seen instead. This is a known problem with the Unity Engine which doesn't support MP4 videos on Linux. See https://docs.unity3d.com/Manual/VideoSources-FileCompatibility.html for a list of supported formats per platform.
I'm also having a very strange problem with my Noname game controller - it only works in the options screen (but not when trying to assign new buttons). It seems that you are using Rewired: that library has only very limited controller support out of the box, see https://guavaman.com/projects/rewired/docs/SupportedControllers.html#controllers... if you wanted to have general support.
This sound like the same or a similar problem like I got: After the developer logo I heard ambient noises, but the screen just stayed black. In the Player.log file I could see the following lines:
WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removedJust starting the game with the parameter
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader.
-force-vulkan
made the game work perfectly fine for me (minus a few pink areas towards the end of the last slope which I think shouldn't have been there), even though the error messages were still there.
(Linux version, NVIDIA GeForce GTX 1660 SUPER, latest proprietary driver)
It seems that the current Linux version 4.3.0.1948 requires Steam to be installed to be able to play the game, as the game is crashing with the following output:
gamer@pegasus6:/usr/local/games$ LANG=C ./launch [S_API] SteamAPI_Init(): SteamAPI_IsSteamRunning() did not locate a running instance of Steam.
dlopen failed trying to load:
/home/gamer/.steam/sdk64/steamclient.so
with error:
/home/gamer/.steam/sdk64/steamclient.so: cannot open shared object file: No such file or directory
[S_API] SteamAPI_Init(): Sys_LoadModule failed to load: /home/gamer/.steam/sdk64/steamclient.so
terminating with uncaught exception of type Inanity::Exception*
./launch: line 9: 3416 Aborted LD_LIBRARY_PATH=$LD_LIBRARY_PATH:./x64 ./x64/insatia
I guess that's not supposed to happen with the itch version :-)
This was one of the best and most touching adventure games I've played for quite some time - thanks a lot for this little gem, this was exactly the right game at this time.
It took me a bit more than 2 hours to finish the game, and I've enjoyed every second of it - the story, the graphics including animations, the soundtrack and the puzzle design were just amazing.
The (32 bit) Linux version worked perfectly fine by the way.
I think the problem is the Rewired plugin, which has only very limited controller support out of the box.
I'm just guessing, but you may be querying for the presence of any controller, independent of it's actual support; see https://guavaman.com/projects/rewired/docs/SupportedControllers.html#controllers... for more information and how to get reasonable controller support (untested, but this may explain your problem ;-)).
If I read the release notes correctly, then it shouldn't be possible to select the controller option in the settings any more if no controller is connected. In my case however it seems the controllers *are* detected, but they simply don't do anything ;-)
It would probably be a good idea to always enable keyboard controls for such cases.
A USB flash drive would be an excellect choice, but I guess it's also more expensive than even multiple DVDs. (Or just revolutionize the marked by using a Blu-ray just as "The 7th Guest" revolutionized the market by using CD-ROMs :-P)
Personally I haven't been backing yet, please let us know when a decision has been made, or as soon as I can be sure a DRM free physical Linux version will be available!
With the Linux demo version 0.5.0 when starting a new game (after confirming the game settings) the game will just hang there infinitely with a black screen and 100% CPU usage. Unfortunately the log file does not say anything at that time.
I've reproduced this on two different distributions, so it seems to be a general problem with the current version. Version 0.1.0 used to work perfectly fine...
Wow, I really like what I see - the gameplay is perfect, the interface looks really slick and the artistic style is nice.
The only issues I noticed:
- My gamepad (or gamepad adapter to be exact) was not detected at all, so I had to use the mouse / keyboard. Is gamepad support limited somehow to support only certain devices?
- Even though I was using mouse and keyboard, the tutorial messages and dialogues still prompted to press the gamepad keys. Some other games (I think Dust is one of them, but I can't seem to remember the other ones) change the descriptions dynamically, depending on the last input device used - this would also work perfectly fine here.
Platform: Linux
This game seems to need the same treatment as Peridium (https://itch.io/post/598607) for working mouse support on Linux :-)
Doesn't seem so - it neither works on Slackware64-current nor on openSUSE Leap 15.0, but I'll try with a Ubuntu Live CD tomorrow to be sure.
The problem is that the mouse cursor can't be moved - clicking seems to work fine, though, but that's obviously not enough to play an adventure game ;-) The log file doesn't seem to contain any relevant information about the problem.
This problem does not occur with Murdercide 2017 and Alluvium, though Blood Mechs also seems to be affected. Your other games which I've played already don't seem to support mouse input.
Does the Linux version run for anyone (except the developer)? I've tested it on three different machines with three different distributions (Slackware64 current with proprietary NVIDIA driver, openSUSE Leap 15.0 with radeon driver and Ubuntu 18.04 with open source nvidia driver), and on all of them there is no sound and the game is just freezing after a few seconds in the game...
I just found out about the game today (I have no idea why I missed the Kickstarter back then) and was really glad that it's still possible to get the physical version!
Just for confirmation before I back, as I didn't find any specific information about it: I guess the physical version will contain the game for all platforms (i.e. Linux, Mac and Windows) on the physical media, and those will be DRM free versions (i.e. not require Steam to install or play the game), correct?
No, this is not a topic whether keyboard / mouse or gamepad controls are better :-)
I'm having a different problem: On Linux (Slackware64 14.2 in my case) and with two different console gamepad converters (EMS Trio Linker Plus II and Bliss Box) the game is crashing on start if a controller is connected. Judging from the log (see below) the input library seems to cause the crash. Apart from that the game is running perfectly and is perfect fun - thanks a lot!
Stacktrace: at (wrapper managed-to-native) IxboduSEWeEfUOCcbJLzYAjUvjN.cYDfacSWXeRkenHjXeMXFWdJESx (intptr,string,string) <0x000b8> at (wrapper managed-to-native) IxboduSEWeEfUOCcbJLzYAjUvjN.cYDfacSWXeRkenHjXeMXFWdJESx (intptr,string,string) <0x000b8> at IxboduSEWeEfUOCcbJLzYAjUvjN.JFYETsstakHPRjykrGTMhusUgmX (intptr,string,string) <0x00028> at racuqrGfcNAVVxmXGLXtGBVGPsd.JFYETsstakHPRjykrGTMhusUgmX (intptr,string,string) <0x0003b> at EZPQDGiWHsubHsxsOkPDJKHoLPu.LVFadESqqJtmKWCUVXwwSpInJFo (intptr) <0x00345> at EZPQDGiWHsubHsxsOkPDJKHoLPu..ctor () <0x00133> at Rewired.Linux.LinuxInputSource..ctor (Rewired.Config.UpdateLoopSetting,bool,bool,bool,bool) <0x00041> at Rewired.Linux.LinuxInputManager..ctor (Rewired.Data.ConfigVars,System.Func`2<Rewired.BridgedControllerHWInfo, Rewired.HardwareJoystickMap_InputManager>,System.Func`1<int>,bool,bool,bool,bool) <0x000c8> at Rewired.InputManagers.Initializer.Initialize (Rewired.Data.ConfigVars) <0x000e2> at SGOGEfdrBuQcIIQrVpGGMBAQHTHq.pCvjmjNEMejgvjMRWcanISBJqiea (string,System.Collections.Generic.List`1<System.Reflection.Assembly>,Rewired.Data.ConfigVars) <0x00162> at Rewired.InputManager_Base.InitializePlatform (Rewired.Data.ConfigVars) <0x00099> at Rewired.ReInput.YRWVGJLLxndyxDUUopzNtFSAIu (System.Func`2<Rewired.Data.ConfigVars, object>) <0x003b9> at Rewired.ReInput.pCvjmjNEMejgvjMRWcanISBJqiea (Rewired.InputManager_Base,System.Func`2<Rewired.Data.ConfigVars, object>,Rewired.Data.ConfigVars,Rewired.Data.ControllerDataFiles,Rewired.Data.UserData,Rewired.Data.UserDataStore) <0x0018b> at Rewired.InputManager_Base.Initialize () <0x00340> at Rewired.InputManager_Base.Awake () <0x00014> at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e> Native stacktrace: /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so(+0x91a46) [0x7f7957404a46] /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so(+0x348e4) [0x7f79573a78e4] /lib64/libpthread.so.0(+0x113b0) [0x7f795a6413b0] /lib64/libc.so.6(strlen+0x26) [0x7f7958e6fff6] /lib64/libudev.so.0(+0x5b14) [0x7f78cc7afb14] /lib64/libudev.so.0(udev_device_get_parent+0x30) [0x7f78cc7afb90] /usr/lib64/libudev.so(udev_device_get_parent_with_subsystem_devtype+0x14) [0x7f7955fe7aa4] [0x411cb3b8] Debug info from gdb: [...] [Thread debugging using libthread_db enabled] Using host libthread_db library "/lib64/libthread_db.so.1". 0x00007f795a64053d in read () from /lib64/libpthread.so.0 Id Target Id Frame * 1 Thread 0x7f795ac19740 (LWP 24181) "WhatTheBox.x86_" 0x00007f795a64053d in read () from /lib64/libpthread.so.0 2 Thread 0x7f7956ce7700 (LWP 24182) "WhatTheBox.x86_" 0x00007f795a63d718 in pthread_cond_timedwait@@GLIBC_2.3.2 () from /lib64/libpthread.so.0 [... snip idle threads due to message length constraints ...] 33 Thread 0x7f7940244700 (LWP 24215) "WhatTheBox.x86_" 0x00007f7958ee19f7 in ioctl () from /lib64/libc.so.6 34 Thread 0x7f7940238700 (LWP 24216) "WhatTheBox.x86_" 0x00007f7958eb0c4d in nanosleep () from /lib64/libc.so.6 35 Thread 0x7f7940023700 (LWP 24217) "WhatTheBox.x86_" 0x00007f795a63f847 in do_futex_wait.constprop () from /lib64/libpthread.so.0 36 Thread 0x7f78cddd1700 (LWP 24218) "WhatTheBox.x86_" 0x00007f795a63f847 in do_futex_wait.constprop () from /lib64/libpthread.so.0 37 Thread 0x7f78cd5d0700 (LWP 24219) "WhatTheBox.x86_" 0x00007f7958ee030d in poll () from /lib64/libc.so.6 38 Thread 0x7f7957a81700 (LWP 24220) "WhatTheBox.x86_" 0x00007f7958eb0c4d in nanosleep () from /lib64/libc.so.6 Thread 38 (Thread 0x7f7957a81700 (LWP 24220)): #0 0x00007f7958eb0c4d in nanosleep () at /lib64/libc.so.6 #1 0x00007f7958ee2844 in usleep () at /lib64/libc.so.6 #2 0x000000000147edff in () #3 0x00000000014755fb in FMOD::Thread::callback(void*) () #4 0x00007f795a637684 in start_thread () at /lib64/libpthread.so.0 #5 0x00007f7958eebefd in clone () at /lib64/libc.so.6 [... snip idle threads due to message length constraints ...] Thread 3 (Thread 0x7f7956c56700 (LWP 24183)): #0 0x00007f795a63f847 in do_futex_wait.constprop () at /lib64/libpthread.so.0 #1 0x00007f795a63f8f4 in __new_sem_wait_slow.constprop.0 () at /lib64/libpthread.so.0 #2 0x00007f795a63f99a in sem_wait@@GLIBC_2.2.5 () at /lib64/libpthread.so.0 #3 0x00007f79574fedcf in mono_sem_wait () at /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so #4 0x00007f79574698b5 in () at /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so #5 0x00007f79574d117e in () at /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so #6 0x00007f79574f6ce7 in () at /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so #7 0x00007f7957517836 in () at /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so #8 0x00007f795a637684 in start_thread () at /lib64/libpthread.so.0 #9 0x00007f7958eebefd in clone () at /lib64/libc.so.6 Thread 2 (Thread 0x7f7956ce7700 (LWP 24182)): #0 0x00007f795a63d718 in pthread_cond_timedwait@@GLIBC_2.3.2 () at /lib64/libpthread.so.0 #1 0x00007f79574e38c2 in () at /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so #2 0x00007f795a637684 in start_thread () at /lib64/libpthread.so.0 #3 0x00007f7958eebefd in clone () at /lib64/libc.so.6 Thread 1 (Thread 0x7f795ac19740 (LWP 24181)): #0 0x00007f795a64053d in read () at /lib64/libpthread.so.0 #1 0x00007f7957404b91 in () at /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so #2 0x00007f79573a78e4 in () at /usr/local/games/WhatTheBox_Data/Mono/x86_64/libmono.so #3 0x00007f795a6413b0 in <signal handler called> () at /lib64/libpthread.so.0 #4 0x00007f7958e6fff6 in strlen () at /lib64/libc.so.6 #5 0x00007f78cc7afb14 in () at /lib64/libudev.so.0 #6 0x00007f78cc7afb90 in udev_device_get_parent () at /lib64/libudev.so.0 #7 0x00007f7955fe7aa4 in udev_device_get_parent_with_subsystem_devtype () at /usr/lib64/libudev.so #8 0x00000000411cb3b8 in () #9 0x0000000003390650 in () #10 0x0000000003391610 in () #11 0x00007ffe858c9628 in () #12 0x0000000004d024d0 in () #13 0x0000000000000000 in () ================================================================= Got a SIGSEGV while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= Preloaded type GtkListStore Preloaded type GtkWindow Preloaded type GtkVBox Preloaded type GtkImage Preloaded type GtkNotebook Preloaded type GtkHBox Preloaded type GtkFrame Preloaded type GtkAlignment Preloaded type GtkTreeView Preloaded type GtkLabel Preloaded type GtkCheckButton Preloaded type GtkScrolledWindow Preloaded type GtkComboBox