Ah, the error says that OpenGL isn't supported by your video driver. So you might need to update your graphics drivers, though the game most likely won't run well at all if you don't have a dedicated graphics card.
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That's very strange! A couple of questions for you:
1. What do the log files state? They can be found in the same folder as the game.
2. Are you using the Windows version (the one with a jre folder) or the cross-platform version (the one without)? If you're using the cross-platform version, you need to have Java 8 installed.
I'm late to responding to this - sorry!
> The ending felt like you were setting up for a sequel, will there be a Gearend 2?
Yes! That's the plan for the future, anyway.
> The music was tight-tight-tight man, great music. / Aside from the few bugs, the game felt super professional :)
Thank you very much!
As for equipping, that is true - it's a bit awkward. I might rework it to be more easy to utilize.
Instant death is a bit cheap, yeah. I'll definitely keep that in mind for the next projects, but maybe I'll alter the level design a bit in Gearend as well to be less "filler-y".
Showing what switches open could be done, but it's also a bit hard to say for sure because exploration is still part of the puzzle - finding out which switches open which gates is important. I tried to make the switches and their associated objects relatively close, but I might have failed on that in one or two cases, haha.
Yo, thanks for that report, too - I thought getting stuck behind dirt was possible in that area, but I wasn't able to make it happen, so I just said, "Oh, well," haha.
Anyway, I really do appreciate it all of both of your feedback - I'll see about fixing some of these QoL things soon. Thanks so much for playing Gearend pre-polish, haha.
> I'm able to play the game now!
Yes! Finally, haha.
Thanks a lot for the feedback - I'll see about resolving a lot of this QoL stuff in the next update.
You can use the D-pad on any controller, you just have to bind it - I suppose that's a pain, so I'll look into resolving that, too.
Auto-polling the controller isn't possible, unfortunately - you'll have to have it plugged in from the start if you want to use a controller. I could look into it again, though - it's been awhile since I last checked to ensure that it doesn't work (I believe it's supposed to with the framework I'm using).
The door pausing is intentional, but if it feels sloppy, I can clean it up and make it shorter - there's no reason for it to be there apart from aesthetics.
Thanks for playing and being so patient so far!
Since this thread and the other thread are so similar, I'm going to lock this one so I don't get confused as to which one is which (they're both basically the same issue dealing with memory consumption).
EDIT: This issue was resolved as of the 1.02 update.
Hello! I just updated the game (v1.02) with some memory fixes. I still haven't seen what you all are experiencing as far as Out Of Memory Errors or stuttering after death, but that's not stopping me from trying to improve stuff. The game should now by default be fixed to 1 GB of memory (seems like it should be enough), and should also garbage-collect more efficiently (as some data was being stored in memory that didn't need to be there).
If it's not at all better, lemme know! And if you could let me know the general area you're in if you notice further issues, like in the video above, that'd also be helpful. Thank you!
Ah, don't worry about it - I just figured out what it was. NVIDIA must have updated their graphics drivers slightly to eliminate undefined behavior or something - a slight tweak to the crepuscular rays shader fixed the issue. I'll update the game today with the fix.
I'm also experiencing this, haha. I don't think I did anything that changes how shaders are composited, so I'm thinking that it might be related to the nvidia driver version we all have installed. What version does everyone have?
I've been able to reproduce and resolve the saving issue. I've just pushed an update that should resolve it (that's not something that was intended, and something that wasn't happening in the full version).
The game being heavy is something that I'm also working on - this update should also make it lighter on RAM usage, and tweaking the render resolution should also help if your graphics card is the issue. If the effects are the issue, though, I could make them more customizeable. I still have a couple of ideas to optimize things to make it run better.
As for the crashing on full-screen, that's unusual, and I don't see anything that might cause that, and I'm not able to reproduce it on my dev machine - can you post your crash.log file? It should be in the same directory as the game.
Thanks for playing so far!
Great! Glad to hear - I was wondering what the issue was, haha. I thought it couldn't be something with the shader, since we have the same graphics card manufacturer and it looks like the shader was working correctly, and just wasn't being added on top correctly.
OK, I saw the devlog option, and that is indeed very nice. However, I was thinking about doing it through butler. I was thinking that the user could optionally append to the end of the butler command a string, or a handle to a file that represents a devlog to auto-upload or something. That way, you could, for example, create a devlog or changelog that, say, copies text that you already committed into a version control system.
It seems like it might be a cool feature to think about, anyway.
I was wondering about if there are changelogs under Itch currently, and if so, if it's possible to push a log when you push a new build out? I'm not certain if this is Refinery specific, but it'd be really helpful for continuous development / community interaction.
I think this is a cool idea, too. For a response:
- Not all games are 3d, and it might be difficult to have some creators make 3d assets for their game
Assuming you were ever going to have small icons for games when navigating through a user's library, you could fall back on that as a default. Maybe you could just apply that texture to a plane for games that don't have such a model defined.
- Performance issues, if you have a lot of games visible at once and someone is on a slow laptop or phone then it might make browsing difficult
You probably could get away with it alright if you restrict the number of models visible at any given time and the number of polygons visible in the 3D figure.
Yo, I'm late to this response, sorry! Thanks for playing and giving more information.
The music is really good and very fitting, but when you move from zone to zone the music transitions too abruptly. It's especially noticeable when you start up the game and go from title screen to the opening scene.
I'm going to do something about the transition from title screen to the game, but the transitions feel nice enough, I think - is there no fading on the music tracks between zones when you play?
Also, the text noise is very high pitched
I'll have to try pitching that down, I suppose.
Also, the game crashed for me when I pressed jump after walking into the treadmill room.
Can you post the crash log information? It should be in a file called "crash.log", in your game directory.
in full screen even with 8 GB of RAM and 3.0ghz it still runs at at least half the UPS and half the FPS
Not sure what "UPS" is, but the game is somewhat heavy GPU-wise - what kind of computer do you have?
Yeah, I agree with you, too. The good thing is that the framework is in place, so anything itch adds can go to every game already in existence on itch. Really would love to see a lot of what you mention (wikis could be really great for early access / deeper games).
I'd say Itch has pretty much been dev-friendly from the start, haha.
I suggested an issue page previously - that might work really well with your suggestion (since issues and ideas / feature requests are fairly close in terms of implementation, I think). Issues and ideas would be great.