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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: 1,567 Replies: 51
Viewing posts 32 to 51 of 51 · Previous page · First page
Developer

Good finds, I could not reproduce the carrier problem so far, but I tried something to counteract a potential cause. The background glitch should be fixed in 0.7405 though.

Soo, this may be an issue with controls on my side or something (but I didn't ever have it with the older versions).. But when I hold 's' for reverse thrust and tap 'a' and 'd' a few times quickly (or maybe just mash different buttons), 's' gets stuck. Sometimes pressing again fixes, sometimes have to restart.

It might just be because of mashing multiple directions or something. (and this is all with mouse look)

Bullets to debris seems to push away fighters in the third zone (the agile ones), even killing them by collision with the ground, or outright killing them, is this intended? Also got pretty bad performance on that stage once or twice, maybe the amount of spawns and bullets or something?

What is this? I thought my display was dirty but it's in-game. http://imgur.com/a/HvV7Y

Bad environmental collision detection, I'm taking damage from air it seems. http://imgur.com/a/204bU

Smog doesn't always show craft outline, and doesn't obscure side thrusters. http://imgur.com/a/v8PE1

Another background/color issue even after update.  http://imgur.com/a/0HlO8

About difficulty, it feels kinda like enemies get a bit bulletspongy especially in the third zone? I dunno, so far it's definitely harder though (which is good?). By the way what flak ammo does to some weapons is just terrible haha.
Developer

Good finds, the stuff you mentioned should be resolved now. Optimization is still ongoing. Toning down late game enemy health is also under consideration.

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Hm, so maybe that's how it's supposed to be for now, but for several times now my game ended with no new enemies spawning somewhere around 4-3/4.

I think there is something wrong with the aiming reticle in mouse mode, might be only with teleporting shots? In keyboard mode it shows it straight, with the mouse it's sort of backwards to the side. http://imgur.com/a/8qsRr

And in the options menu, if I change screen glitch amount to higher, reticle icon beneath disappear. Only in the options, though.

Automatic missile maker item destroyed the nuke.. awkward.

Turret mount item seems purely detrimental in mouse mode as it makes aiming slower than movement.

Is machine heart supposed to add a health bar or also heal you? I think that if your health is full it adds a full bar but if not it's empty, don't know if that's intended.

The 1440 degrees active might not work with the laser burst, seems to only shoot in one direction but I only had it once and it takes a while to reload so not certain. Mouse look as well.

Is night vision change to UI needed/intended? Feels like maybe hearts/charge bars would look better in some different color.

For that matter, transition between NV and hyperspace feels.. odd. For a moment the color changes and it's almost clearer looking that NV, I should take a video next time because I only have an impression now.

I guess underground movement is changed for some reason but it feels kinda overkill, it'd be nice to be able to get out of the ground with some force and atm I think even turning is locked to a point and the craft just feels like it's doing its own thing turning this way or that. Suppose maybe just a risk of slamming into the ground but feels very restrictive.

Some oldies you probably have written down or something, but just in case:

Still had a heart not pick itself up: http://imgur.com/a/hfJsO not the only time, it also didn't heal me when I did have a full empty heart some other time so I guess that's not it.

Bad turret spawn 3rd boss: http://imgur.com/a/oh7Nk

Flares got into a description again: http://imgur.com/a/kJFHR

Camera at times runs away near the ground. https://www.4shared.com/video/XF3RjMkrca/Hyperspace_Dogfights_2017_08_1.html

And this is more of a balance thing so I'm not sure, but all the movement buffs/debuffs feel very strong.. Which is damn fun if you upgrade it but can very quickly make things extremely hard if you're slowed down. I'm kinda fine with it since it makes you pick items carefully and getting superspeed is fun, but figured it would be better to mention it.

A switch to mouse look default would be nice at some point, and wondering if you're gonna be able to make menu a little faster maybe? It takes a while to check items or just pause.

@edit

Oh and crashed because of RAM a few more times. Made it large address aware, isn't there a flag for that when you compile the game or something? It doesn't seem to be going away. I don't know if there are any negative aspect to doing that, though.

I believe this rocket medium size ship should be immune to damage when phased? https://www.4shared.com/video/L_kC_mV-ei/Hyperspace_Dogfights_2017_08_1.html

Developer

Ok I started working on a performance focused update to get the ram issues resolved and I'll fit the other stuff you mentioned in too. Out of curiosity, how does you processor allocation look like? From what I can tell the game mainly stresses ram, same for your?

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It basically maxes out one ivy bridge ~3.5Ghz core to 90-100% any time anything happens (not so much in early game I guess) (@edit again, maybe 90% was probably an exaggeration most of the time, it's how it looks once things start slowing down - 50-70% is more normal without many enemies of screen), especially large amount of projectiles. Doesn't really touch more cores which I guess is the only way to go without getting deeper into programming afaik, probably nothing to be done about that in the engine? Not sure how to tell if it stresses RAM, as far as the amount goes the limitation from 32 bit limit (and crashes) hits long before my actual 16 GB could get allocated. Speed is 1600 ddr3 in dual channel.

There also the quirk that the game gets slower instead of stuttery as the framerate goes down (so 30 fps is basically unplayable), but again I suppose that's just par for the course with the engine.

A small nitpick that is basically irrelevant but I can't unsee - when you start the game you go through the cloud right, but you can very briefly see the even top of the normal clouds and empty space above it.

I think I may have run into something odd when getting the first weapon, I was clicking my mouse and whatnot beforehand, and found I just couldn't shoot, like the button locked itself. Don't know if it's related to earlier controls issues or something.

Small reminder because I don't know how serious it actually is, but in the second boss (fighters) I had two or three times more had the last one just hide somewhere with next to no health, couldn't find it, couldn't progress. Maybe if you hit it for just enough that it goes down to very low damage it disappears/becomes effectively dead but doesn't trigger the end, or something, I don't know, I'm just guessing.

Also, went into 720p/windowed mode to keep an eye on the task manager and had trouble going back into 1080p auto, auto became 720p basically. Restarted and fixed itself.

(1 edit)

The performance does seem lot better now. The one time it hitched was when those enemies that do these flames like things were on the screen. And the ones on the maps with the fast strafing hovering ones, but the fatter ones that fire a wider burst. Both on the same level.

- Nerfed speed boost passives a bit

Is that boosts or nerfs, too?

Got the drone friends item, but when I moved zones they'd just stop dead. I guess they should either blow up or keep working? Version before the performance fixes at least.

When the first boss blows up, real (not background) clouds disappear for a moment. Might also happen in other circumstances when things get explodey, not sure. Big health pickup hearts still not working. Not even some of the time, just at all by the looks of it.

The smoke still not quite right. https://www.4shared.com/video/r_3_uVnIei/Hyperspace_Dogfights_2017_08_1.html This is also from the version before the performance fixes, haven't gotten one of them since yet.

(1 edit)

After setting  auto resolution: https://imgur.com/a/HA0Xg

And around the time I saw the first boss this happens yet again: https://imgur.com/a/4KJ1Z

I think reducing strafe speed is nice, but there is something.. off about it. Try to strafe while facing exactly up or down, it does almost nothing at times, but move the angle and it gets a big boost. Maybe it's just my imagination, I don't know. (mouse look)

Developer

I'll look into it, I'll also try flagging the exe permanently as large address aware. Did the resolution problem persist after a restart?

No, after a restart everything launched fine in auto.

(4 edits)

There is something wrong with mouse movement, it started automatically moving towards the left edge when coming out of a jump (right click). Here are the items I have: https://imgur.com/a/GaWDc

@edit After jumping to the next level its bottom right corner now.

@edit I don't think it's related to items, upon a new game it's happening again but only after entering 2-1.

Also when entering 2-1 this time, I got this calm bubbly music (kinda an underwater muffled feel) which seems to have disabled all the action sounds.

Oh, and just now alt tabbing out resulted in the same white menu as the auto at first. I alt tabbed before without issues.

Developer

Hm ok so for 0.802 I looked into some things that might have caused that crash error. It might be a variation of that sound pitch problem that bio exprienced previously but I'm not sure. Have you been playing with effect volume lower than 100 by any chance? The mouse thing might also be fixed, but I could not reproduce it exactly. The options ninepatch objectects becoming white is super wierd, I have not changed anything in that area and I can't reproduce it on my end so far. I'll investigate some more. The sound stuff might be covered with 0.802 but please me know which problems persist. With actions sounds disabled you mean the more driving part of the music (combat track), not the effect sounds like for weapons etc, right?

I've not changed any sound options. I meant shooting, boosting, enemies, anything but that music was gone basically.

Developer

Ok I reproduced the random crashes under 0.801 on windows, but I ran one hour game sessions on 0.802+ without problems. Do the crashes still occur for you?

It hasn't crashed on 802, I thought that was the ram/large address aware fix.

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"- Strafe and reverse thrust top speed is now lower than your boost top speed (2/3)"

Fixes are really all about finding new and better ways to exploit the mechanics: https://imgur.com/a/9g4Gu

It is kinda fun.


@edit Super speed exploits aside though, I kinda think stronger strafing was better, it felt more powerful, zipping around. I dunno, there's something about it now, when you first press the button there's a boost but then it's very weak. Doesn't feel like 2/3 at some angles at all.

Developer (1 edit)

Ha ok I see what you did there, angel of movement check is too lenient. I'm considering bringing full top speed back for the initial boost, so you have more flexibility by tap boosting. Also right now, strafing does not generate "lift" the same way boosting does (effectively lowering gravity he longer you boost), so strafing upwards barely counteracts the standard gravity. I'll look into changing that.

Lots of nice changes, I really like the missions stuff and a store. Some UI issues in the transition screen: https://imgur.com/a/aPgnK

I guess it's necessary to triple click to move to the next area now? Seems a bit much for a common thing to do.

Haven't really run into any new issues , though there's still minor freezes when enemies load or lots of projectiles, general performance. Also an issue with camera not following very well away from the ground I think I also brought up before.

Developer

Yeah I'm still iterating on the camera. The UI stuff is taken care off. 0.95 will be up in a few days. For more feedback you can also join us on discord now by the way: https://discord.gg/xP8pyrC

Viewing posts 32 to 51 of 51 · Previous page · First page