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SolarLune

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Hmm, I don't notice that - the core part flashes color (yellow and black), so it might just appear to be disappearing against a dark background? Are you sure it completely disappears?

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Ah, thanks! I should've been able to figure it out when you mentioned the log is empty. Updating the game changed the save file (because it's expecting an option named differently from how it was named). If you delete the options data (in the save folder), you should be able to proceed.

Adding to this, I believe AppImages should work without having to install anything - that's how all of the AppImages I've run worked, anyway.

Hmm, that's not a crash report, it's just a message that prints sometimes. There's no other information printed, in either log file?

Bugs

1. Yeah, those seams are due to the tileset textures needing padding. I'll resolve that once I'm completely done with the game.

2. Hmm, that's strange. Can you tell me what OS it happened on? The crash logs will be captured in the game directory, in the .log files - if it happens again, it'd be super helpful if you could check those logs.

3. Yeah, that's intentional to give the demo player something to play around with.

4. Strange - gotta fix the behavior of those enemies to be less "finicky".

5. That's strange, full-screen shouldn't impact controller usage. Fullscreen has been fixed to remain after restarts, though.


Suggestions

1. Hmm, I see. I'll keep it in mind.

2. It wasn't not supposed to be obvious - it should've been readable. I'll have to darken the back tiles.

3. I'll keep that in mind, too.

4/5. I dunno, it's pretty rare that you perform these actions; I can shorten them, though.

6. The tone is, I think, what I'm going for (not very serious, but there's room for it here and there).


Thanks for playing!

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Nah, it's somewhere you can't reach. The demo is limited to just moving around and testing the mechanics in the hub zone. The fully game will have all areas, of course.

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Hmm, it might be the intel drivers - I don't believe I'm doing anything out of the ordinary with rendering things... Do you possibly have another OS on that computer that you could test with?

Also, I've updated with a new build that allows you to bring up the profiler using the 1 key - can you download and run the build, enable the profiler, and take a screenshot of the FPS, profiler values, and OpenGL information (all in the same place, top-left corner box)?

Yo, that'd be super helpful, thanks! BDX can be downloaded and installed (and comes with a simple demo project) here.

In the meantime, I've updated the demo with a new build with some minor changes. In the latest build, you can press the 1 key to enable and disable the profiler, which shows how much of the CPU and GPU is going to which resources.

If you could take a screenshot of the main menu and the in-game section and post it, that'd be helpful.

Yo, thanks. I updated the game - it should resolve this issue.

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Hey, thanks a lot! This update should resolve this issue (which is a duplicate of this one).

Thanks for that, this past update should solve it.

OK, this update should resolve this - the "intro" cinematic isn't saved into a single image strip anymore, but the individual frames are loaded sequentially (so each image is 128x128 now).

So this update should resolve this issue. The poor performance on OSX will probably still remain, but that can be continued in the correct thread for it. The game suddenly crashing because of shaders should hopefully be resolved.

There is one in BDX, but I can't enable it during gameplay (it's either on or off at launch). I could just have it on by default, but i think the better approach is to add the ability to turn it on or off during gameplay so I can collect some more precise information from you both. Thank you for your patience!

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What's the distribution?

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> Is there a per texture dimension limit?

There is, I believe. The limit changes depending on the hardware, but it does exist. The intro image itself is very large (over 10000 pixels high) because it's just an ordinary sprite animation.

EDIT: The image is 128x13056. Just never got around to doing anything about it, haha - guess this is as good a time as any!

Yo, thanks for the information so far, guys. I'm not certain what exactly is the issue with OSX, but I know I have observed it before on another Mac, so it's at least consistent. I'll have to look into it a bit more - maybe work on the internal profiler so I can get some info from testers. Thanks for being patient!

Thanks for the info so far - what OS are you using? Is it a desktop or laptop?

Yeah, it is. It works fine for me, but it might be that the texture size exceeds the maximum dimensions for your graphics card. I'll have to see about replacing it with a video when I can.

Thanks. Could you post your crash log file? Also, what OS and graphics card are you using?

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Thanks for the report. This sounds unusual - could you post your crash log file (it should be in the program directory)?

Thanks! Glad to hear at least the base concept is fun enough, haha.

Yo, I implemented this. Thanks for the suggestion!

Hey, I fixed this. Thanks!

I just fixed this in the last update. Thanks!

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This was fixed in the last update I just pushed. Thanks for the suggestion!

Hmm, could you try the latest update, just to be sure it's not something that I forgot to turn off (checking for a file every frame)?

Yo, I think I fixed this with the last update. Thanks!

OK, I think I fixed that with the last update. Thanks for testing!

Cool. The problem was that it was looking for a gamepad that wasn't connected, haha.

Yeah, that sounds like a good idea. Thanks!