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Hyperspace Dogfights

Jet-combat roguelite, occasionally with swords and 300+ other items to strap onto your jet. · By sleeper_games

Bug Reports: Ace Acess (0.7082+)

A topic by sleeper_games created Mar 24, 2017 Views: 1,570 Replies: 51
Viewing posts 1 to 31 of 51 · Next page · Last page
Developer (9 edits)

Current Known Issues

- Spawn gaps in some zones? (no new enemies spawning for a noticeable amount of time)

- Performance drops when too many projectiles/homing missiles are present

- Performance drops with too many enemies that have prop avoidance behaviour

- Somewhat random crash on windows a few minutes in, possibly sound pitch related

- Game can run out of memory on windows?

- Changing resolutions in option is sometimes broken, usually fixes itself after restart

No rest for the wicked it seems. Different day, different platform to post reports. ;-)

In any case, with the utmost care, I think I can say the missile lock bug is out for the count. I'll keep you posted though. No crashes during testing, and no crashing during the recording of my showcase/review.

Developer

Good, I kinda brute-forced that one, removing most of the beep mechanic in order to make sure its gone. I'd still love it to have differing pitch on the homing beep at least, but I won't touch that thing for some time. One week of investigation was enough. :D Thanks again for your patience!

(1 edit)

Hey there. Nice to see the change to melee in the changedog, thought something was wrong there.

The only things I'm running into now are still some repeated items, and every time a run starts, system mouse is visible. I thought that might have been my old system, but it still appears now on the new pc - and the game works very nicely on it (i5-3550), btw. Also had the chance to test on a C2D E8400 (4GB, HD 6450), pretty smooth, too.

Developer

Yeah the mouse thing is a remnant from an early version of the alpha cards on the title screen. I'll hide that away again at some point, but it will eventually be used to select ships. Are you seeing the games mouse cursor or an regular windows cursor though?

The builds previously to 0.7084 actually had a major slip up in regards to optimization. I got the problem identified no. The game will probably still improve further in regards to performance.

I'm seeing the windows system cursor at the start and in the gameplay until I go into menu the first time with the Esc. Then it changes into game cursor in menu and no cursor in gameplay as should be. It's just a little annoying because every time I start a run (also shows upon death and restart IIRC) I need to hit menu.

(4 edits)

Hey, nice to see an update, and all those cool new items!


New onto the bugs:

- auto resolution seems broken, it looks like it actually just runs on similar resolution I was at right before, leaves weird color glitches  when I come from a small res (screens), or stays at max 1600x900, or does even weirder things (screens, I wasn't sure it was auto at fault, but switching to a normal res fixed it)

- and changing resolution goes to windowed, I even still saw the RESTART REQUIRED text once or twice but doesn't seem to happen much anymore

- when I use mouse mode, jumping screen works badly (gif)

- the game crashed on me with a visual c++ error again (1 220 736 K ram used), I set the large address aware thing again just to be safe and seems fine so far

- one time after some time playing, some weird mouse lag kicked in, like really bad vsync lag or maybe really low sensitivity with acceleration - very 'muddy'

- when using gravitas, cursor changed from the reticle to a, well, cursor, not sure if that's good or not

Typos/descriptions that seem wrong to me:

- g-link ammo designated area

- infrared thingy garbage

- animal soul bad description (screen), some rapier bad description (screen), and I think it might have given me a wrong text when I picked it up but not sure

- two poverty items at once (screen)

- active Shard item doesn't show up in EQ screen (screen)

@edit one more duplicate description http://imgur.com/a/aDnaF



I'm not really sure if this belongs here or in the balance discussion, but is strafing supposed to be mouse mode exclusive? Seems sort of strong for an already arguably easier (seems like some balancing changes made things more forgiving in general) mode? I love the feature, just wondering whether it might make playing with keyboard just suboptimal.

Developer

Thanks for tuning in! Just in case, are you using dual monitor setup? I'm not sure but that migh break the auto option. I'll take care of the color bars bug and the other stuff tomorrow. Multiple of the same passives is still intentional, all passives are designed in a way that copies amplyfy the effect. (Two times powerty makes srm drops worth even less but also increases chest drop chance even more.)

Enabling strafing for keyboard aiming is under consideration. I'm not sure whether mouse aiming really makes things easier, or at least personally I feel way more vulnurable with it enabled... But overall the whole thing is definately too easy right now. Also: Look at all those things you can't buy! :D

(3 edits)

No, just one monitor.

@edit

I've also now noticed clouds sometimes popping in and out (disappearing), seems to be directly related to where I am. I fly a few centimeters away, cloud is there, I go back to the spot, it's gone. And I saw you wrote you considered getting rid of SRM in maps, I think that it is nice to be able to collect them as they are, both to collect for an item you couldn't get before and for that nice rewarding feeling where you're finding stuff.


@

And now I think I'm stuck, the last fighter in 2-5 is nowhere to be found.

(2 edits)

Is there something at the nuke boss base (3rd zone) that's meant to 'push' you away? I used a shot displacer with a hardlight sai (so OP together, wow) and just couldn't stay in place, it's like some unknown forces start throwing me about at times (very strong kickback basically like with a shotgun).


Auto resolution seems fine, looks like it went to 1080p perfectly the moment I switched to it. Switching between windowed and not seems to be hit or miss still, sometimes works, sometimes asks for restart.


@edit

The pushback thing seems to happen a lot when I attack ground vehicles lol.


@

Aaand runtime terminated in an unusual way again on the fresh executable. Accidentally closed the window before checking RAM.

Developer

Hm ok I'm investigating the RAM usage thing. If you want you can you try running the game with particles disabled, that might have an effect. About a pushback: Might be a undiscovered bug, but is probably melee breakage. Melee weapons all have a limited piercing value and they will break after exceeding the amounts of enemies they can hit in one strike. This will destroy the current strike, throwing you back depending on weapon damage. Light weapons like the Sai or the Katana break more easily, the knife even breaks after one hit, but deals hight damage. Heavy stuff like the Hammer or the Maw basically never break. There are some melee passives that increase piercing.

(3 edits)

Yes, must be it, noticed it with the knife, too. A few other things I saw:

- picked up Swag hull, the whole description is full of typos I think. I'm no expert, or even  native speaker, but I think it should go:

"An intergalactic queen took an interest in our cause and donated an SRM encrusted gold hull for our ship. We were supposed to only use it for 'PR Purposes', but no one could stop us from picking up the pieces if it got damaged."

- third boss, the nuke base, spawned with the building part glitched through a rock

- started a new game and had a -4 SRM reward that couldn't be taken, and in the same game;

- I also received the extra health love confused item at the start, but it didn't show up at the bottom when in combat screen, only in items, and I think it might not be fully working? still have three hearts total - screens

To continue on the differences between mouse aim or keyboard, it does seem like some of the items have higher functionality with keyboard look, too (though it also makes them more difficult to use imo), gravitas, g-link ammo (that thing is so cool with a grenade launcher), teleporting shots, so I guess they both have some ups and downs there.

Just got the game yesterday. I was getting a ton of run-time error crashes, but was fine after allocating more memory. It actually crashed when I was getting 750+ SRM after the fight. It lagged my computer to the next dimension and then I got a runtime error. I was on 4-19 playing around with like 50+ mobs on screen and another 20+ rocket launchers on the ground off screen and I was getting like 5-10  fps when there are 50+ rockets on screen and then it slows to a crawl to 1 fps when they explode. So apparently when you lag that hard, you can shoot the HE Spread twice in one shot. Pretty sure that's not intended. lol

I tried recording the game, but it lagged so hard  that it wouldn't display video. It's quite unfortunate but you can imagine what it's like when the audio of the rocket explosions lag to kingdom come. I added a second video where the game crashes receiving my SRM. Also, is it possible to receive fractions of SRM? Because I had .4 SRM at some point in the game.

Rocket Spam

SRM Runtime Error

First rocket spam at 0:18

Second rocket spam at 1:37 (laggiest)

Third rocket spam at 2:05

Fourth rocket spam at 2:38

Double HE shots at 2:58 to end

Also, I am exclusively mouse aim only. Using just the keyboard seems too restrictive and I aim better with the mouse, not to mention strafe dodging. Unfortunately, the game doesn't restrict mouse to game window so the game gets hidden in the background from time to time. Would like to add that feature in.

Also, Just wanted to point out HE spread with teleporting shots is GG EZ with mouse aim. It's way too overpowered, but in this video, I didn't have teleporting shot.

Pretty sure it's optimization and not my PC Specs:
i7 2600k 4.7GHz
Nvidia GTX 670
16 GB Ram

Developer (1 edit)

Yeah thanks for reporting that, I'll look into it. How far into the game did those crashes happen? I guess if you got 750srm after I fight it must have been pretty far in. You can get fractions of SRM (but the game isn't supposed to show you, that's a bug.) The mid and endgame and enemy spawns will still change a lot, but I'm a little worried about those runtime and memory usage errors. I'll look into it.

It happened at 4-19. I couldn't get further than that because I kept crashing. I actually was able to crash early in 2-3 by farming SRM.  So approximately 500 ish will cause an animation overload and then a runtime error.

Developer

Good to know, I'll put some failsaves in for when too much srm is present.

(2 edits)

Crashed with a new error, while trying to go to menu, late in the game, ~4-20, after staying for longer than usual in a level:

Fatal Error:

Unable to setup execution engine for scene "Pause".


Other than that, it kinda feels like enemies have taken to falling to their death again? A number of times they would just slam into the ground, normal fighters mostly.

And I noticed sometimes when I fly quickly, on the edge of the screen enemies would spawn with a slight drop, maybe an adjustment is in order for that?

Tried to do tutorial, dummies refused to die and let me progress.

And earlier in the previous version, also with some speed upgrades, slamming into the ground hard enough let you see the jet again, I guess maybe the ground graphic should go down further or something.

Developer

Good catch, the tutorial bug should be fixed now. I'll look into the other stuff.

I wasn't certain before, but second time now I picked up an item and it didn't show up in the inventory. No text with the name, either, just disappeared.

Developer (1 edit)

Do you remember how the icon above the chest looked?

(1 edit)

This little guy here:

http://imgur.com/a/oH0Xj


Not totally sure it wasn't one different more before, though, maybe you can figure why it's happening from this and track them down, I guess? I hope.

Developer

Perfect, I fix that one. Thanks!

(1 edit)

Danger Zone, 'were allowed to enable', and about swag hull, I still think it should be 'an' SRM encrusted hull? It's es-ar-em, right? May be another 'a' in there , too, and maybe where instead of were? I don't have it in front of me right now.. In the smart flechette, I think the same, 'An' End-tech weapon.

It seems homing weapons try to hit wrecks when it's the closest thing, but maybe that's good...

I wrote earlier about the mouse getting sluggish, I think this is specific to items like g-link ammo and maybe teleporting shots. Could be intended, too? Doesn't really seem like much of a feature, though, more like it just stayed from before when there was no mouse aim?

Developer

Right, that lag was inbuilt, I consider removing it altogether since it otherwise impedes mouse aiming.

I got three anti-grav engines today, very bad things happened, I fell into the ground and apparently started moving to the side very quickly without end, now I can't even see anything but the sky. Even with just two of them the effect seemed somewhat excessive but with three it's broken. No screenshot because at this point it's just stuck and nothing's happening except from some low health sounds.

Some time ago there was this where I couldn't pick up the health: http://imgur.com/a/W7VCe

Couldn't pick up ammo, I think a cap on it because I already had some of the same? http://imgur.com/a/7FmAJ

I'm pretty sure some tips say to mash {n} to open chests but I don't think you can.. Maybe it automatically started showing that key when you mapped it to shoot together with LBM?

Once I did not receive an item at the start: http://imgur.com/a/BGcGi And it gave that weird -5 chest again (you can see the mash {n} here also).

And had this weird camera issue, any time I pressed W it just went deeper down  into the ground for a while, here: http://imgur.com/a/SgF28 (might also be because of anti-grav?)

Here a wrong weapon showed up in the inventory: http://imgur.com/a/zdXIf

You have a lt of typos with where instead of were and its/it's, contined explosion is one such item but there are many.

"hypersapce" in melon_jam, "plantary" (planetary?) in artillery, "usefull" (useful) in srm_bomb, "discuraged" (discouraged) in nuke, "involvse" in jump_streamlining, "impac force" in knife.

Developer

Thanks for reporting in, I'm tracking all this, will be taken care of with the next update.

(6 edits)

Tried turning down the volume today because it's kinda very loud by default (think I'm gonna keep it at around 40 corresponding with how high I keep my volume otherwise), honestly, and one of the enemy shooting sounds, normal jets with big projectiles, isn't affected, full volume even with everything on 0.

With this  laser weapon I somehow killed the boss very quickly even though it seems only one engine is really down: http://imgur.com/a/piQdy
(it does seem off but hasn't broken away, maybe I got them both with a killshot? bosses are supposed to learn after the first one, right?)

Weapon UI displaced, no idea why except a large amount of items: http://imgur.com/a/1ngMP and maybe the barrage text appears too quickly? You can tap space to make it show up but to actually do the barrage you need to hold. So you can trigger the text without actually activating the active (there are others that work the same way).

@edit

And maybe it's some kind of weird bias or paranoia but I swear sometimes the physics are a little wonky. Just now I had the repeater weapon with a lot of kickback (also had a bunch of items like Heavy! hull and anti-grav) and if I shot it repeatedly towards the ground and then activated thrust forward it would actually propel me faster upward. I do mean forward thrust, not back, back seemed to have less effect. It's similar to how I swear at some angles strafing thrusters can give you really good speed combined with some gravity pull and tapping thrust, but I find that kinda fun actually and maybe a little realistic, it is extra propulsion after all. Only I get to the edge of the screen and aiming to move forward with mouse is impossible because there's no space to put the cursor at, so the craft turns around..
I wonder if I could get the item that frees shot direction in keyboard mode and combine it with that weapon to go even faster...

I think that bounty hunter database says 'payed' which I'm pretty sure should be paid unless intentional? Payed is a rare word of some sort. Also not sure if money implies poverty 'loot at all the things..' intended?

Developer

Good catch with the sound. The physics thing is caused by the game looking at all the forces impacting the player jet when checking when calculating the counteracting upwards force while tunnelling. I'll rework that. I'll check again if boss engines are immune to kill shot. There is also a bug where the boss spawns too close to an floating island which can immediately destroy one engine. (The boss spawn might still get reworked a bit with you actually seeing it jumping in.) Sorry if I'm not posting rapid fixes right now, I'm kind of in the middle of making content for 0.74 (X-Ray) but I might be able to fit in a bug-fix update before in. Please rest assured that a lot of stuff is happening though. :)

Looks awesome!

Broke the game today (runtime in an unusual way, ram) with using contained explosion (thingy that makes shots HIT and then blow only after you stop, think I got the name right) a lot on the missile silo before the nuke appeared. When time came for it to do its explosion magic it stopped responding.

Also a lot of homing or maybe even g-link ammo at once on screen is a huge performance hit, happens with some rapid fire lot of projectile weapons the most, like maybe the triple machine gun on some spread weapons.


I'm not certain whether it's the update or not, but it crashed on me a bunch of times already. It seems to consistently crash after going between menu and starting a new game (W > wait a few seconds (or not, just keep restarting with back to menu)> ESC > 'back to menu' > W > repeat) maybe around ten times (like it just adds more surplus data to ram each time), crashed when I started shooting a triple chain gun into the ground for maybe 15 seconds once or twice, crashed the first time I reached the third boss and just shot some shotgun shells at one of the turrets. No idea what that's about, guess I was kinda trying to see how the game handles lot of projectiles and explosions on the ground happening but didn't do anything really special.

shard_shield #shielddepleation > depletion, jump_rules meverick > maverick, srm_bomb #constly > costly, cover_fire support > supports, rocket_pod where > were, ammo_explosive planets > planet's unplausible > implausible

Developer

Great catch, there was indeed a memory leak associated with the "quit to menu" option. Fixed in my build now, but there also seems to be a similar but smaller issue with the "resume"  option. I'll need to rework the pause scene a bit to get that resolved, probably next week. Meanwhile more teaser stuff. :)

New update, awesome. So far this came back: http://imgur.com/a/PLQOx just going to menu fixes it, and the first boss spawned without the 'body' I could only see weapons/engines but when tried to take screenshot it crashed. Going to sleep now, though, will probably try more over the weekend.

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