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Tonoyami

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A member registered Aug 03, 2024

Recent community posts

While I was gathering data for myself on stat numbers from cards, I realised that card mixing feature can actually use some improvement, as currently it's both clunky and somewhat unoptimal in terms of performance. It is, however, looking similar to what is used in another game I play. So here's my suggestion.
Would you be willing to take a look into Warframe mods system?
As it currently stands, their system allows to convert excess mods into special currency called "endo" (or credits, which is basically a regular money), which then can be infused into mods of your choosing to increase their level. Previously the system used excess mods instead of endo to increase levels, very much like card mixing, where you infuse excess cards of same time to create a higher level card.
Additionally, Warframe system allows to combine several mods to exchange them for one random mod from the massive pull of different mods, rarity chance being somewhat determined by the rarity of mods you combine.

And finally, the sorting system in Warframe also acts differently, in regard that all level 0 mods are grouped together, and the only ones that stand out are the ones that have levels to them, and are usually easier to spot, as you sort them by their "rank". And there is also a search by mod name. Something similar might improve the system significantly (and also possibly resolve, or at very least lessen the issue of when the dolls get their equipped card mixed up when newer cards are introduced into the inventory and/or things get re-sorted). Do not get my word for it, but perhaps try to look into Warframe gameplay footage, and how people make "builds" for their warframes and weapons.

https://wiki.warframe.com/w/Mod - here's the more informative description of what mods are. You might take interest in "Fusion" and "Transmutation" categories.

Dude, the grind might be not little, but it's really not a competitive game to grind hard in it. Just take it at slower pace and reclaim your progress.

But if you really want a "spare save", then you probably would be better off just using Google than asking here. A thread on certain 95 forum probably holds both complete save files from other strangers, as well as hints for other methods to reduce your grind. You just need to look.

Good day, sir. I am here yet again to report a bug.

On this screenshot, Surge indicators on all dolls are flashing, as if they were all fully charged and ready for battle. However, as Assistant notes, one of them is actually uncharged. This can happen when up to 3 out of 4 dolls are uncharged, from my personal testing.

Similarly, when all dolls are uncharged, the pulsing effect is gone, as intended. Alas, if only 3 out of 4 dolls are recharged, there is no pulsing Surge indicator on dolls that received a charge.

This bug may not be impactful mechanically, but if you are forgetful about what dolls you used to spend that Surge, it might get a bit annoying to spot an impostor.

A suggestion, if I may - while Kerfur-O is extremely OP already, can we get it to be a bit smarter? To elaborate: as the system currently works, when you send out your Kerfur-O to gather hashcodes, they'll go for each of satellites strictly in alphabetical order, sometimes taking more time than necessary due to inefficient routing.

My suggestion is basically to allow us to optimize the route, so instead of going in alphabetical order, Kerfur-O would actually follow the order of satellites as they are outlined on report page. Those who just autofill it and give it away to their Kerfur-O will hardly notice any difference, those who prefer things to be done efficiently will likely be able to save around a minute waiting for their cat companion to complete the task. Unless there are technical complications preventing the implementation of such a feature.

As the error states, your GPU doesn't support features necessary to run the game (notably, it needs DirectX 11 compability, and along with it, Shader Model 5.0 or greater and Feature Level 11.0 or greater). While you might have an outdated GPU from before 2010, I am guessing that you might be using intergated graphics to run the game, and it is quite possible to Intel HD Graphics to not have necessary functionality. If you use laptop with dual GPU setup, make sure that your drivers are correctly installed and your system uses your more powerful GPU for gaming.
If you believe that your GPU supports all those features, there is a possibility that your operating system is outdated, which would be preventing you from using DX11, or you don't have latest DirectX installed. You might also want to look into that.


All of that is just theories, however, and giving a proper analysis would be hard without detailed hardware info regarding your device. However, this is clearly not an issue with a game itself, but rather with your setup. Nothing that developer can do about it.

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Witnessed it on a random Twitch stream, related to Gray Firetank event.


A streamer lured the firetank to Ariral Treehouse, where one of arirals with a blaster spawned to destroy the tank. After the tank was destroyed, the cloaked ariral kept on running around the treehouse terriory, until the game gave an event-related error and ariral disappeared.


Message in question:

Debug message

Warning: the object ariral_shooter_C_2147199161 has detected a negative event!

Report to the bug forums your sequence of actions!

Event variable has been set to 0

A link to a clip where error occured (error message pops at 3:08) Confused KelLyss drags Firetank to arirals, which in turn confuses arirals - Twitch


Likely game version is 0.8.2b

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A few small suggestions, mostly related to autosave feature.

If possible - make it so that autosave counter resets after saving manually? Currently when it ticks every 10 minutes related to how much that would be of in-game time, and even if you recently saved manually, it can override that save within a minute automatically. So if you're screwing something up and think you're safe, you might potentially get screwed over by the game.

Also, due to existence of a Nightmare achievement - I think it would be nice, if possible, to enact Meta Paranoia on player whenever they decide to climb their dumb ass inside the cremator, so frying yourself wouldn't end up with being autosaved in the middle of sick burns, potentially ruining the save file.


Additionally, reset function on a game safe would probably require some additional work. I've noticed that it is quite possible to reset your save to the day of 25, by which Ariral Treehouse is supposed to be complete, but neither arirals nor treehouse would be there, although you'd still have all ariral reputation if you didn't reset literally everything (tho I don't think there is an option to reset reputation) and arirals will keep interacting with you according to their reputation with you (brownies trail event still occurs, but now you can't get the doll if you stand at "loyal" rep). I suspect its due to items being reset, but I believe it would be fair to include the additional story-related builds and props into reset states, as this situation basically removes the ability to interact with arirals for the rest of the run, unless you reset your days further to when treehouse is yet to be built (funnily enough, it didn't reset the deer corpse from deer signal, however).

It is possible to drag in delivery drone using Gravity Gun. If you manage to do so and capture the drone in gravity field before it finishes your delivery, it'll be stuck floating above delivery point after being released. The bug resolves itself after saving and re-entering, as the drone finishes delivery and flies away normally.

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Not entirely sure if a bug or not, but - in 0.8.2b my Kerfur-Omega guide notebook just up and diappeared. I was holding it in my hands, switching between the game and notepad windows as I was trying to do a revision of materials I needed, and then suddenly the notebook vanished. I didn't drop on the base floor, didn't go through the floor (I did check the basement some time after), didn't end up in my inventory and it didn't respawn in the Bunker. I was thinking of simply reloading from last autosave, but as the thought occured to me, the game conveniently saved itself, and at this point this notebook seems to be lost to me forever.

...any way I can now reposses it on the same save file?

A new bug report, likely relates to save states.
As I've loaded the game today and checking through offers of other prisoners, I've hastily closed the game in cell selection menu. After logging back in, the game appeared to display the state of previous day, with all NPCs, bits on the floor and shop stock being in accordance with what they were yesterday before I left (although I've sold my EXEs that day in bank/exchange, so I was still out of EXE and EXE rates went down). Daily reward was also claimed, but otherwise - everything else was as how it was yesterday. I've done prison office before checking through shop stocks, so I basically missed an opportunity to buy any new items in style shop. At the same time, all prison cells got reset as if I haven't cleared them (which I actually did before quick-closing the game). I think it might worth looking into.

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You're welcome. Also today the same behaviour was spotted with Marcy Pop in Boost Station. I did record it, but well... its basically the same, so I hope its okay that I'm not attaching the recording link (but do ask me if you need it). I'll keep monitoring her behaviour across other stations.

Though I honestly don't know with that girl and her insistence on being naked. Maybe there's a message she tries to deliver, asking for more skin getting exposed? Give her a mini bikini or something, maybe that'll satisfy her and get her behaviour straight.


Update: ironically, despite initial report of this behaviour was observed in Workshop station, this no longer seems to be the case and Marcy Pop acts normally there with a proper prompt. That is quite vexing.

Update 2: "Naked" behaviour with Marcy is now also observed in Gallery building.

Update 3: behaviour is NOT observed in Bank/exchange building.

Update 4: "Naked" behaviour with Marcy is now also observed (and recorded) in Boost station.

Update 5: "Naked" behaviour suddenly observed and recorded in Workshop, despite initial report of it not being present. I am so confused now.

Hypothesis: The issue might possibly be related to the state of Glitch City rather than the stationing of Marcy Pop?

https://drive.google.com/file/d/1DR8P9J_MJQGvUqi__MDm2zTJm74-PXUC/view?usp=shari...


Marcy Pop bug spotted yet again! This time in the Style Shop, however. I am still not entirely sure why and what would be the reason. I guess she really wants to get naked, even when she already is. Now with video recording to prove that I'm not crazy.

Thank you!

In all fairness, while having this bullet time is indeed enjoyable on itself, it can be also exploited with some weapons.

For example, Focused Fan actually has a very low delay between shots, so if you can click really fast, you can unleash an enormous barrage of bullets at the enemy, allowing you to quickly deal with a threat at close range. While I'm not sure if it can be exploited by users with some sort of "Turbo" functionality that could emulate a high amount of button presses within short time, "bullet time" certainly allows you to spam Focused Fan, letting you to deal with an enemy faster on a game timer than you'd usually do it. This behaviour can probably also be experienced with other weapons that have short delay between shots, so there might be a need for making a choice of either keeping this gimmick despite spam potential (obvious drawback is amount of energy you'll spend on such barrage without reneg since you're in mid-air), re-balancing weapons (adding extra delay to weapons that haven't had it before) or removing the gimmick. I wish there was more feedback on it, that would certainly make it a bit easier to consider how many people even use that trick and how useful they find it to be.

All is fine. In hindsight, I should've made a recording back when I encountered it so I'd demonstrate it. Might've been just me as well, because who knows what brainlag can do to a person. If I'll stumble on it myself again, I'll make a recording next time.

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And one more report for me.

It seems like bashers are in dire need for rewrite of their AI. As I currently practice teleporting playstyle, I've observed the behaviour where a basher would stand still for a good while after puffing up her chest. My guess is that they wind up for a dash as they see me, but freeze on a place as I leave their line of sight (or, more typically, plane, as they seem to observe the player only within horisontal plane and their linear pathing). They can stay like this for quite a long time, until either shot down or if the player shows up in their field of vision in the same plane as they are.

Potential fixes would probably be to either allow them to deflate after a short period of time if dash wasn't initiated, so they'd continue to look for player doll to attack, or allow them to initiate the dash after wind-up regardless if the player is still within FoV or not. Their AI seems to be otherwise still smart enough to not dash off the edges of the map/planes, and even have some degree of mobility during the dash as they sometimes can turn while attacking.

(A little extra to this report, but I've been keeping tabs on NPCs and where I've met them. Out of all NPCs, Mist is the only one that I've met in only 4 buildings, not counting Gallery. Don't think I've seen her in Bank/Exchange once. Might be bad luck, but might as well be worth investigating. Also was there a consideration for creating a bug report form? I am starting to feel like me reporting my findings in comments might be a bit of a nuisance. All while I don't really see any other place to report them)

Another report from me! Not sure if bug or a feature, but I'll report regardless.

Recently I started to get more intimate with mouse aka teleport doll, seeing how much better on the field she fares to me versus my usual pick of a kitty dash. With level 4 ability to slow down time, if you start shooting right after teleporting to a wall, you can have a period of "bullet time" as you're on your way to land due to lingering slow-mo effect from scoping during teleportation. It doesn't seem to affect much in terms of damage output or anything, as you, enemies and bullets still move at the same speed, but it does give the player some additional reaction time if they're teleporting to a location that is dense with enemies.

I have a suspicion that it's always been this way, and in all fairness, I'd probably suggest keeping it as is, since it seems to be more like a fun gimmick/tech than an actual bug.

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Not sure if a bug or a feature, but I've recently started to pay closer attention to the cards that my dolls wield to battle, as I've became more interested to play with customisation, now that I have nearly every card available. It seems like whenever the day in Glitch City resets, my dolls also get their equipped cards swapped, instead of keeping what I gave them. I haven't tested it in detail, but just yesterday I had my bunny and puppy wear Hunter AI cards for Basher and Spammer, and as I entered today to check on bank affairs (last few days were terrible on EXE market) - they ended up wearing cards with no attributes, and those weren't even the same characters I equipped on them! Still not sure what happened there, I'll try to monitor it some more and report on any findings that might help to pinpoint the issue.

Update: The issue doesn't seem to be related to the Glitch City resets, but it's definitely there and it's a bit hard to say what exactly causes it. I still can't say for sure, but just today I've observed how instead of having equipped U001 +1 U002 +1 U002 +1 U023 +7 on my dolls from top to bottom, I ended up with U014 +0 U000 +0 U001 +1 U022 +2. There is no rhyme to it, and I can't clearly understand the reason to this happening. The only imaginable culprit would be the fact that yesterday the only thing that I've done was collect cards and money from prisoners, check all building NPCs, collect all bits on the city floor and leave without entering Tangent Twins building/fighting any battles. Might've even opened one of card packs. So my guess would be that equipped cards shifted within a save file during the process, meaning that equipment is tied to a slot of data within a save instead of item id. But that's just a wild guess, I still have no reliable way to reproduce the issue.

In "Tangent Twins" building, where you choose the arena, there will be a "Reroll Battles" option at the top. You get rerolls as you perform battles, and each reroll would require to spend at least some amount of time fighting bytes. Amount of rerolls is capped at 99.
Otherwise, battles and weapons get rerolled after 8 battles (challenges excluded), but that also ultimately resets a day in Glitch City.

If you want to look for OST - when you enter the buildings, the name of the track can pop up in the bottom right corner, same place where other credits show up (you do need to have an option "Corner Credits" turned on in general settings for that). I believe all the music that Manyakis is currently using is public domain, so you should have no issues finding the songs, all while the best anyone else can do for soundtrack is to compile some sort of youtube playlist.

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A new bug fresh out of the oven!

Currently this behaviour was observed with Marcy Pop at Workshop and would affect 1$ passcode owners. Her option for changing between states is "Get Naked" in both cases, regardless of current appearance. It does switch them as intended, but might be a bit confusing for players. I'll update this post if I observe this behaviour being tied to either Marcy Pop or Workshop specifically, but otherwise NPCs in other stations seem to be unaffected and their dialogue option for clothes change is as intended.

Update: ??? happened to be next Workshop NPC and her options work as intended, so the issue is likely with Marcy Pop. She didn't "pop" in any other buildings for me today though, so I can't verify if her chat option remains broken in other buildings.

Update 2: Marcy Pop has her options displayed correctly in Bank/Exchange station, so at this point I assume that the issue is specifically Marcy specifically at Workshop.

If the issue is the sheer amount of dialogues that needs to be written, I'd be more than happy to help with writing them, if given a chance. If the main issue is mostly writing the code to accomodate for each possibility, well I guess it is indeed cannot be helped. Alas, thank you for your response.

Literally me every time Glitch City day resets.

If you want all cards just for artwork, just check Manyakis' Patreon or Twitter smh Why would you need card unlocks specifically.
Everything else is pretty much unlockable by playing just a little bit. Saddle up and start clearing Warden challenges if you don't have enough bits to unlock some of artworks, it really doesn't take all that much time. Otherwise it kinda kills the purpose of those things being unlockables. Or cheat, no one will care, although you still will have to put in some effort to do it.

Not so much an issue or complain, but more of a notion.
I decided to go for Twins Challenges today, and as I haven't done them before aside from just once for access to each room, I got to do unlock other stuff at last.
The thing that kinda disturbs me is that, apparently, when you have options obtained that would be no longer available (access to the room, Surge unlock), wardens still speak of full list of unlocks as if you actually have these options. I do understand that it would require additional writing... but it's still kinda weird to have room option unlocked, pick another option and then receive a dialogue that instead of room option you picked another.
Additionally, since today was the first time when I exhausted my pick options, I got to pick one with money. It seems like there is also no check in the game if you choose money for the first time as a reward from a warden or not, as in dialogue I got her exclaiming that I pick the money "again", despite it literally being the first time. RNG dialogue picks can be wild sometimes.
I understand that it's not easy to write a lot of dialogues (and even less easy to perform all the checks to pick them in accordance with existing setup), being attentive to all potentialities, but I still hope that there will be more dialogue variety for wardens in the future, hopefully keeping in mind the status of your character aka options being already picked and whatnot.

Sounds like a skill issue

It's okay, since it's not exactly game-breaking and was probably in the game for a while (it was present all way back in 6.2.0 at very least, but it seems like I was the first one to start fooling around with it, or people just collectively chose to stay silent).

There is a very peculiar bug that allows NPC sprites to stay even outside of shops. Pressing Z (the button that hides UI) during transition from exiting the shop, if timed correctly (just after the last line of NPC message and before you get returned to Glitch City), will make NPC sprite stay on the screen. NPC sprite then can be easily removed from the screen by re-entering a shop and quitting normally.