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MECHANICAL STAR ASTRA

Action-packed cube-collecting excitement! · By boghog

Bugs & Technical Issues Sticky

A topic by boghog created Oct 31, 2020 Views: 287 Replies: 25
Viewing posts 1 to 9
Developer (1 edit) (+1)

Report your technical issues here and I'll try to sort them out!

Common problems :
1.) Framerate is too low (<60 FPS)
Go to the game's folder, find the "options.ini" file and change AlternateSyncMethod to 1. Changing the SleepMargin to something like 10 could help as well.

(+2)

I have a problem : the game doesn't download nor launch...Oh wait :-P

(Just kidding!! I know how stressful a deadline is, and I have full confidence in what I've seen in video, I just wanted to show my support (but I couldn't help myself, I had to make an unfunny joke... Please kill me :'( ) )

We are with you <3 (well, at least I am) Support = 1000%!

(and I will delete this message, I promise!)

Developer(+1)

Consider that bug fixed!

Hi, the game is supposed to run at 60fps? Demo runs only at 40-45 fps... (I have Ryzen 2600x, 16go ram, Nvidia 1660ti...), anything I can do about this? Thx !

Developer

Yeah it should, very strange. Have you tried fullscreening it with alt + enter and disabling forced vsync? Maybe windows Aero too, hard to say.

Nope, doesn't work. I'll continue to investigate. Thx

Developer (1 edit)

I've run into this issue before and couldn't wrap my head around it. Some rigs just can't get a consistent 60 FPS for some reason, doesn't seem like it has anything to do with specs at all. It SEEMS to be a problem with Game Maker. I'll be switching to Game Maker 2 very soon, so that may fix things

Hi BogHog! I happen to ve the same problem : it runs a very stable 45fps, so there are no framerate drops (I'm not opening another thread since you already answered here^^)

I had the same experience with Wings of Bluestar (whereas there was no indicator of framerate, It was a very stable one, but the game seemed to run at 4/5th of its normal speed, which I could verify afterwards, when the first replays were out on YT).

The dev also thought it should be a problem with the program on which he developed the game, since my config should be able to run the game (I have a laptop Predator Helios 300, not the strongest but it should be able to hold the fort^^)

Could the issue be linked to outdated drivers, or stuff like that ?

Developer(+1)

It really does seem to be an issue with Game Maker and either certain Windows or computer drivers, WoB was made using the same version of Game Maker so the shared bug is unsurprising to me. I believe the problem has been fixed in Game Maker 2 which I'll be switching to soon, but I'm glad the alt sync method helped! I had forgotten about that thing

Developer(+2)

In the game's folder, open "options.ini" and set AlternateSyncMethod to 1. Also changing the Sleep Margin to something like 10 might help. Hope this works!

(+1)

Works very well for me ! Thanks a lot !

Developer

Hell yes!

Heya! Loving it so far!!! Kudos for your team!!! Can't wait for release!!

Some quick feedback, please forgive me if this is explained somewhere, I might have missed it:

1. The game starts at windowed mode. Alt + Enter seems to fix this. However, I couldn't find a place to set this on settings.

2. It goes straight to my screen 1 (YOKO) , which is expected. I can't seem to find a proper way to set TATE on my screen 2 (I use it natively as portrait mode). Any workaround?

If I find other questions or comments, may I post them here?

Again, loving this and cant wait to get my hands on the full game! 

Developer(+1)

Thank you! Yeah the fullscreen thing kinda slipped my mind to be honest, since I'm so used to doing it the oldschool way! Also what seems to be the problem with TATE? Can't you drag the game's window into your second screen and then fullscreen it from there, and set up TATE in the screen options? And yes, feel free to post stuff here!

When I drag it to my screen 2 and press ALT+Enter, it goes fullscreen to the screen 1.  My workaround was to set my screen 2 as my main screen so as to when going full screen it would go to the TATE.

Again, thank you!

(+1)

For those who have a problem of framerate such as described above (continuous 45 fps instead of 60) : you may try to open the "options.ini" file as a text file, and change the value of AlternateSyncMethod from "0" to "1".

It did the trick for me and I can now experience the game at its full speed <3 !

Thx my Uberwenig chéri d'amour!

Starts and runs OK on Linux (Manjaro) through Wine (5.18), *but* crashes after you die and enter your name.

It always crashes:

- when you enter your name and you select “yes” on the save reply screen; or

- when it displays the leaderboard, if you select “no” on the save reply screen.


Wine error report:

___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shd_pal_swap

memory:67:22: error: syntax error, unexpected NEW_IDENTIFIER

at gml_Script_pal_swap_set
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_pal_swap_set (line -1)
gml_Object_obj_scoreBoard_Draw_0


console output:


INTEL-MESA: warning: Ivy Bridge Vulkan support is incomplete

0024:err:module:open_builtin_file failed to load .so lib "/usr/lib32/wine/l3codeca.acm.so"

Attempting to set gamepadcount to 12

0024:fixme:dwmapi:DwmEnableMMCSS (1) stub

0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION

0024:fixme:hlsl_parser:declare_vars Complex initializers are not supported yet.

0024:fixme:hlsl_parser:declare_vars Complex initializers are not supported yet.

0024:fixme:hlsl_parser:declare_vars Complex initializers are not supported yet.

0024:fixme:hlsl_parser:declare_vars Complex initializers are not supported yet.

0024:fixme:hlsl_parser:declare_vars Complex initializers are not supported yet.

Error in vertex shader "shd_pal_swap":

memory:67:22: error: syntax error, unexpected NEW_IDENTIFIER

Unable to find output device "null" defaulting to "Pulseaudio via DirectSound"

Total memory used = 39428036(0x02599fc4) bytes

Audio group 1 -> Loading...

00ec:fixme:d3d:state_linepattern_w Setting line patterns is not supported in OpenGL core contexts.

Audio group 1 -> Loaded

Developer

Alright, similar to the crash the other person that tried Wine got and seems to be a result of shader incompatibility. I'll have to try releasing a build without shaders (unfortunately meaning custom ship palettes) soon and see if that works because if it ran great on Linux just from that it'd be great!

This seems to have fixed it. Thanks :)

Hi again!

I was having fun playing your demo (and feeling awesome unlocking what counts among my favorite game mode <3) (Yes I felt pride, which tells you a lot about why my moto in games is "there's no such thing as a small achievement" ^^ ).
Anyways, I was getting my adrenaline dose, and wanted to come and tell about it here. "Why not use the direct links at the end ?"

But both links to your homepage and to tweeter seem broken.

They take the following form : "%22https//boghog.itch.io/mechstarastra"

Both begin with the "%22" at the beginning.

It's too bad not to collect views and fame after delivering such a solid demo ;-) !!

Developer

Hell yeah! Great to hear. Was it the time attack stages?

Also yeah the direct links issue seems to be tied to a Windows update or something like that, it should be gone once I port the game to Game Maker 2

YESSS!! I'm a huge Caravan Stage lover (and its little almost twin brother the Time Attack mode), so you can imagine my joyous surprise when I managed unlocked the 3 ship's Time Attack!

BTW, could you tell me what is the "Wine & Toaster" version ? 

Developer

Same, caravan time attack stuff is always a good time. It was always disappointing to me that so many games have one course split into 2-7 minute modes instead a fuck ton of unique courses, definitely want to have a crapton of these stages in Astra with their own replays and stuff!

That build is specifically made for people with older computers that dont support shaders, or people running the game on Linux via Wine. The custom ship palettes don't work there but the rest is identical.

I set the game for tate mode and choose 1.40 scale so that it fills up the sides. When I restart the game the settings aren't saved.

Developer

Oh yeah that's a known issue thats a result of rushed TATE implementation, sorry about that one I'll 100% fix it down the line.