For the compile errors you better join the discord server since solving those is a bit more complicated 😅
Voylin
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In the next update AV1 support will be disabled so installing AOM won’t be needed anymore. There will most likely be a separate build with AV1 support which I’ll add here for the people who do use it though.
When exactly are you changing it to false? Whilst a video has been loaded? It’s difficult to know what exactly went wrong without seeing more of the code. Feel free to hop onto the discord server as that will probably be easier to troubleshoot where things are going wrong.
It could help to join the Discord server to get further help. I’m not a MacOS person but there are plenty of people who are using GDE GoZen for MacOS.
What you could do is run Godot from the terminal with ‘–verbose’ as that will print more info on what’s going wrong when the extension fails to load.
Mainly more buildings and more different mobs. I never felt much improvement in getting new weapons later on in the game as the trains didn’t seem to expand. The middle and later part of the game starts feeling very repetitive without much challenge. Hopefully you’ll get around to updating this game, I know the feeling all too well of time running short xp
I’m sorry that this is happening and it’s quite confusing since I’m not zipping this GDExtension on my machine so the fact that it say’s “voylin” is very confusing. O.O
The native player had the seek property for some time but only recently got the actual functionality for seeking in one of the recent PR’s. The reason why I used my own naming is because they are going to remove the native player in the future anyway to make an officially supported plugin.
The reason that the test room is a separate project is for the following reason: Video playback is difficult, having a reliable way to check performance outside of personal projects is a must to make certain that the video playback isn’t broken because of personal project stuff causing issues (which has been the case in the past).
If you struggle with getting it to work, there is our Discord server full of amazing people willing to help.
Sorry about your experience so far, I will check the whole zip file issue as I have no idea how that’s even possible. 😅 Right now I’m struggling with a lot of pain in my arm so it’ll take a bit of time though, so sorry for any delays.
Okay, so I had a look at the code and I realized that we have no Windows ARM build yet. The lines do exist inside of the gozen.gdextension file, but the actual code for compiling for Windows ARM is something I haven’t worked on yet. This is where the mistake was happening, one of the paths for the library files was wrongly pointing to the Windows arm folder instead of the x86_64 folder. I’ll be creating a quick fix for this which will go live in the next couple of hours, thanks for reporting it! ^^
Don’t use a timer for updating the image, not a great way of doing it. I don’t understand your code and what you’re trying to achieve very well to give better advice.
For updating the frame, use _process and use the delta for having the correct time to update the frame.
You might get more useful help in the discord server in the GoZen channel ;)
Can you try version 7.1, that one has some fixes for MacOS. I’ll be asking the person who has worked on the MacOS build to see if there’s anything which needs changing.
About the files being from a third party, that’s an Apple thing and is one of the downsides for me not having an Apple machine. It’s something I’ll look more into at a later point.
Hi and thanks for reporting this issue!
Yeah, that’s why I have the note on the itch.io page saying MacOS should work, but not guaranteed. as I don’t have a Mac machine available to properly test things out. I’ll have a look and see if I can fix this issue and try to get an update out when it’s fixed (and if I can fix it).
At some point in the future I might be able to afford a Macbook so I can make certain that each release will work. ;)
But your comment helps a lot especially with libgozen.macos.template_debug.arm64.dylib not even existing, makes it a lot easier to troubleshoot this! ^^
Sadly, due to limitations with FFmpeg, a web export won’t be possible. At this moment this isn’t going to happen anytime soon, but if I end up making my own video demuxer, this might become possible … however that would be a very big task and take several months if I were to even be able to do this.
If I could find another library which could help with video demuxing for the web, then it could be a matter of weeks, but it’ll still require quite a bit of work and will most likely come with other limitations.
Hey there, first question is an easy to answer one. For one of the next updates I’ll have video playback speed implemented, main troublesome point at the moment to implement is just audio but I may have found a fix for that one so it should be coming in the next weeks.
At this moment the video files should be in the folder of the executable for it to work, but apparently someone got it working with including the video files in the project itself so I’ll have to get back to you on that one.





