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Nyaaori

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A member registered Jun 08, 2021 · View creator page →

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It has the potential to introduce bugs, but I haven’t run into any so maybe it’s fine.

The correct way to upgrade, on part of the developers, would be to build the game against the newer nwjs version and then release the new build. There’s probably been some breaking API changes so it’s not as easy for them and probably needs some code and/or build environment changes.

If they do upgrade the correct way, there’s a decent chance the game will run quite a bit faster, as there’s been a lot of improvements to the build toolchain since nwjs 0.35.5 [which is the last version mentioned in crosscode’s changelog, maybe they’re on a newer one as 0.35.5 shipped with 1.2.0-5]

I suppose I can make a post with instructions for all three major platforms.

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Was a fun event, and our Lea managed to survive all the way until the end.


Below is my original post


There’s some pixel art of Lea that we’ve been upkeeping alongside some pixel art from OneShot over on r/Place

If anyone is interested in helping, be sure to drop by. I think someone made a Discord Guild if that’s also something you’re interested in, should be somewhere on r/CrossCode as well if so

Luckily things have been pretty calm the past few hours, but things can change quickly.

[This post will be irrelevant after 2022 April 4th when r/place closes again]


  1. Extract the game into a directory
  2. Delete CrossCode.exe
  3. Extract nwjs 0.62.0 on top of the game, replacing any existing files
  4. Rename nw.exe to CrossCode.exe

Should be able to run and be fine afterwards

Could the issue be your audio drivers?

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I’ve been playing the game with nwjs 0.62.0 and it runs flawlessly, have over 60 hours in the game and am nearing the end of the DLC without issue.

If you’re playing on Linux you can use the install scripts for Lutris that I wrote to automatically prep the game with dlc and update nwjs.

For some reason they haven’t been approved yet for the public list, guess the lutris mod team is really backed up, that makes it a tad more annoying to use, but these links should work: Base Game or Base Game + DLC

Edit: itch filters the links as they’re not standard web links, you’ll need to paste lutris:crosscode-itchio-64-bit or lutris:crosscode-itchio-64-bit-new-ho into your browser’s address bar respectively.

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Got around to testing, and as my post now says, it seems to be a bug with gamescope or steam’s game ui.

In the meantime, running it from desktop mode with gamescope -w 568 -h 320 -fine -- %command% as your launch parameters for the game [if running from steam] should provide a great experience, just make sure you have the game’s graphics set to fit and 1x as those parameters let gamescope take care of scaling.

If not running from steam, your launch command would be gamescope -w 568 -h 320 -fin -- ./CrossCode

A bit odd given that Arch was one of the distros I tested and never ran into that issue, good to know you can use a system-wide nwjs install though.

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I haven’t been, I’ve just found that running and exiting ds4drv happens to sometimes fix controller issues.

I’m not really sure what else there is to try, does the controller have any different behaviour between wired and bluetooth mode?

Edit: Also, do L2/R2 move the target around in addition to the function they’re supposed to do? You might need to swap the action of L1/L2 in the game settings to test that.

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Setting the gamescope command should fix that, but give me a second to test it. I may not have a steam deck yet but I do have the same software stack as I’m running the same build of steam.

Tested, seems to be a bug with gamescope and/or steam’s gamepad mode, might be worth opening a support ticket with valve or a bug report on gamescope’s repo at https://github.com/Plagman/gamescope

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It might be due to being packaged as a zip rather than a dmg, zip files don’t support Unix permissions without using an extension which not all archivers support.

Generally the optimal archive formats for the various platforms in 2022, compatibility wise, is:

  • Non-Mac Unix (Linux, BSD) => tar, tar.gz, tar.zst
  • macOS => dmg, pkg
  • Windows => zip, cab

I really don’t know then, you can try this which I’ve found to sometimes fix dualshock controller shenanigans:

  1. Have game running and controller connected
  2. Run ds4drv with ds4drv --hidraw
  3. Wait 5 seconds
  4. Close ds4drv by pressing ctrl+c twice

You could also try leaving ds4drv running and seeing if that makes a difference.

You could have xboxdrv running, as it appears Garuda comes with it; if it is running you can stop it with systemctl stop xboxdrv as you would with most services

If not, the only other discrepancy I can think of is you using a v2 of the dualshock whereas I’ve got the v1

Would be worth trying to radeon driver too if you get the time, at least to collect info on if it works any different.

Also, if you have chromium, check chrome://gpu in it to see if it has hardware acceleration enabled on both drivers, if it doesn’t than perhaps nwjs is ignoring the built in compatibility table.

Any chance you have some other controller software running?

Also worth double checking that the in game controller settings look correct

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Do you have Steam or ds4drv running in the background?

If so, make sure neither are running, then try again.

I don’t think steam will let you buy the DLC without the game, but if you can get a copy of the DLC files out of either, you can manually install them into the game directory.

The issue is most likely in nwjs or even in chromium.

However, CrossCode could implement a workaround that automatically disables GPU acceleration on known buggy driver/nwjs combinations, that’s not ideal though and it would be best to find the actual cause of the problem and fix it.

Updating nwjs might fix the crashing as it’s helped with other crashes, There’s instructions for doing so in my post for fixing on Linux here: https://itch.io/t/1979944/linux-version-crashes

Only difference will be that you’ll have an nw.exe and CrossCode.exe file.

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I recently submitted lutris install scripts for 64/32 bit and with/without the DLC, I also packaged the game as an appimage for personal use and it works quite well.

Lutris scripts have yet to be approved yet, their moderation team is probably heavily backlogged or something.

Here are said scripts:

As for the crashing: Updating nwjs appears to fix it for people on amdgpu and crocus drivers, but –disable-gpu is necessary for people on radeonsi and other older drivers. Still waiting on more info to be sure about this though.

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Oh, I just realised you’re using a Pitcairn GPU, which means you’re likely on the older radeon driver rather than the newer amdgpu driver. Can you try with the amdgpu driver?

Instructions to check and switch are available here: https://wiki.archlinux.org/title/AMDGPU#Enable_Southern_Islands_(SI)and_Sea_Islands(CIK)_support

Pitcairn is Southern Islands.

Thanks, could you try to upgrade to Mesa 22 and test again on 0.62.0?

The game works fine on nwjs 0.62.0 on Mesa 22.1[git]’s Intel driver

With crashing on the older nwjs version, it didn’t matter if running with xwayland or xorg.

To help narrow this issue down for everyone, could you provide the output of glxinfo | grep 'OpenGL.*string' on both the system you experienced crashing on and your working system?

Worth noting that this flag, as self described, disables GPU acceleration. Do make sure you’re still getting 60fps, as the game slows down at lower framerates which will mess with intended gameplay.

Out of curiosity, what’s the output of glxinfo | grep 'OpenGL.*string' on your system? [on arch, glxinfo is in the mesa-demos package, if you need to install it]

The DLC is platformless as it doesn’t contain any binaries, so itch probably lists it available for everything.

That being said, there is a community project to run the game on Android, that’s available here: https://gitlab.com/Namnodorel/crossandroid

Oh, SteamOS 3? Well if you also want perfectly scaled pixels, set the game to fit mode and 1x, exit it, and set your launch parameters in the game properties (works for non-steam games too) to gamescope -w 568 -h 320 -fine -- %command%

When Steam is running, it overrides your system controller config by default, by launching the game through Steam it will use your in-game controller mapping for Steam Input rather than the desktop controller mapping.

Steam Input settings should be accessible via Steam settings.

It sounds like you might have a system setting configured to rotate the controls to match that of a Nintendo controller, on my system the button icons match correctly. Double check that you aren’t using external software or a system config option to remap the controls.

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Make sure to mark it as executable first, chmod +x CrossCode from a terminal will do fine for that, if it still won’t run when you click it, try running it from a terminal with ./CrossCode

Not sure which DE you’re using, but you might also be able to right click the file and click “Execute” or “Run”.

This is not the case, Valve does not take a cut out of generated keys.

The issue is that Valve doesn’t allow developers to mass generate keys for low cost/charity bundle purchases, that’s why if one purchases a game directly they’ll (usually, if a developer has set it up) get a key but not when they purchase it as part of a large bundle.

More specifically, Valve’s terms for generating keys states that a game going on sale elsewhere means that it must also go on sale on Steam; given that massive bundles like the ongoing Ukraine one aren’t feasible to put together on Steam, neither is giving out keys for purchases through said bundles.

There’s two ways Valve could remedy this; they could change key generation terms when charity is involved to allow this use case, or they could provide developers the tools to organise their own charity bundles on Steam. It’s unlikely either will happen though unless a significantly large portion of the community makes a fuss about it. Feature requests like this can be done on Steam’s built in community forum, or possibly on their subreddit.

Is it behaving the same as before or does it now crash at a different point?

Also, are you running the game directly or using the itch client?

Try the solution mentioned in my post here regarding updating nwjs, https://itch.io/t/1979944/linux-version-crashes

For Windows, you’ll want to rename the nw.exe file to CrossCode.exe

The crashing may be the same issue that occurs on Linux, see my post here https://itch.io/t/1979944/linux-version-crashes and see if upgrading nwjs fixes it for you too.

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I decided to change this to a general Linux support thread to help people out.

If you’re experiencing crashing and none of the other fixes helped, please provide the following info:

  • Output of inxi -CSGIj

or

  • What CPU you have (cat /proc/cpuinfo | grep model\ name | head -n1)
  • Desktop Environment, ie KDE, GNOME, XFCE, i3, Sway
  • Distro you’re using, ie Arch, Clear Linux, Debian 11, Ubuntu 22.04, or Void
  • Usage of Xorg or XWayland
  • Output of glxinfo | grep 'OpenGL.*string'
  • Total system memory [RAM and Swap] (free -m)

as well as what behaviour you experience with the game: ie immediate crashing, or crashing after a few minutes, or running poorly in general.


Below is the original post from before turning this into a general support thread.


Heads up, the Linux version crashes on some systems, this can be fixed by updating the version of nwjs in use.

For anyone that runs into this, head over to https://nwjs.io/ and download the latest version [tested with v0.62.0]​, extract it into your CrossCode install, delete the CrossCode binary and rename nw to CrossCode

There’s some chance that updating nwjs like this might break something in game, but I haven’t run into any issues yet. Either way, it’s better than crashing before you can even get into the game.

Edit: 20 hours into the game and still no issues, even the DLC seems to work fine with the updated nwjs. Also I made some Lutris install scripts for the itch.io version and they should be available on Lutris shortly, once they get approved.