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Voylin

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A member registered Jun 05, 2018 · View creator page →

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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.

Yeah, the printing of the audio stuff is some personal debugging stuff which I accidentally left in.

I’ll look into adding extra safety to the set_video_path function. And for the other things I’ll see what I can do and try to get an update out in the next couple of days.

At this moment transparent videos aren’t supported yet, but there are plans to include support in the best future ;)

Run Godot through the terminal with --verbose as this reveals what might be going wrong. I would recommend joining the Discord server as it’ll be easier to figure out a solution since I don’t have any samples readily available atm 😅

I’m planning on adding samples in the nest future though.

Enjoy ;)

Luckily you only spend hours xD I’m at years xD

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.

You’ll need to allow running permissions on the macos lib files. After that it should work.

I fixed the zipping issue in the latest update.

Released 8.2.1, try it out and let me know.

I’m terribly sorry, I’ve been going from clinic to clinic recently for the pain In having in my arm. Using my pc is painful with my arm. I did receive new medicine so I hope these finally work and remove the pain enough so I can get it done today!

I’ll be making a new release today, hopefully that one will work for you. It’ll be up by the evening Japanese time.

I do have a tutorial available ;) https://youtu.be/7h0Epsq6r7Q

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 do notice that you’re on MacOS, can you install aom with brew?

It is compatible with all future 4.x version releases.

Because of the way GDExtensions work you often have to re-open the project and enable the GDExtension in the project settings on the first time after adding the addon.

Let me know if that worked or not.

Yep, that was the only way for a very long time that this plugin could be used. It’s since the recent big update that video’s can be added to the project itself. Just make certain that you have the absolute path. ;)

I found out the possible cause of the zip location issue. I wanted to get a quick fix out for Windows users and did it manually on my pc and must have zipped it with the wrong settings, sorry about that. Will be fixed in the next update ;)

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.

Really liked this game, any plans on expanding it, different levels, increasing the difficulty?

Was able to run it through wine.

I wish there was a Linux build :/

It’s a nice game, I do miss some extra difficulty (and a level menu ;p), but overall enjoyable to play ^^

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! ^^

So none of the exporting for Linux and Windows are working? Hmmm, I’ll look at what the problem might be.

Are you building on Windows Arm or on x86_64?

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 ;)

Are you using the latest build of the GDExtension? Unfortunately I have an arm injury making it painful to use my pc, I’ll have a look at this problem tomorrow to see if there’s a mistake in the building process.

How is performance of your video playback inside of the test room?

If you still have issues with the MacOS build in version 7.2 (which will come out in the next few hours), try installing aom with brew to see if this fixes the issue. If it does I’ll look into building statically for MacOS or to include the aom.dylib file with the builds.

Version 7.2 will be out in the next few hours, that version will have the Armv7a support ;)

Right now there is only Android arm64 support, I can look into getting support woking for arm32, give me a few day’s. ;)

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.

Sorry for the wait! I think that I managed to fix the issue in version 6.1.2 ;)

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.

Thanks for letting me know! Would be helpful to see some error logs to know more of what’s going wrong. I will check to see if I can replicate it, must probably have something to do with the compute shader which is being used so I guess it’s the format which is probably not yuv420p. I’ll make the necessary adjustments and hopefully this fixes it ^^” Sorry about that!

Just wondering if you will have Linux support for Corrupted Worlds ^^

The compact version just had less sub folders and no hiragana and katakana. For the rest all content is the same. I made the compact version for myself as I didn’t need the whole sub filler structure anymore.

Setting deadlines is hard … speaking out of experience xD