I'll look into it, but from what I've been told this looks like it might be a hardware limitation - I'll try to find a workaround for the next release, but I might have to disable motion blur for certain devices.
That’s expected since this device is pretty old, but for future i think a message should be provided. Something like “your device’s graphics is not supported”. And if you have the time and those specific shaders aren’t necessary you could make it optional with default on, and off when detected not supported, i will try the game on my computer and give you a proper feedback for the actual game, thanks for replying.
It's already been coded for the next one! It'll say something like: "Hardware does not support enough simultaneously active canvases! Needed: 5, can support: 4". Will be released with the next version
Pause button is good. Do you think you could add a return to main menu option too? That would make it easier to restart without quitting the game and relaunching every time.
Another nice touch would be a mouth opening animation for when you shoot fire (If that wasn't in the plans already).
I've run into one bug with water so far: if you fly down fast at the large pool of water, you'll get put into this weird stuck state where the camera freaks out and starts shaking like crazy. Going into ball form breaks you out of this, and launches you with any momentum you had stored up (which was actually kinda fun lol).
Last thing: are you supposed to be able to pause during dialogue? Doing so doesn't seem to break anything- just wondering if that was an oversight.
Hi again! A return to main menu option would be good, however I'm probably going to wait till I have a working save system before adding it.
I'll look into that bug, I suspect it has something to do with framerates. And yeah, I hadn't thought about the pause menu during dialogue,
The fireball animation will come eventually, I'm still undecided on the full mechanics of how it should work so I'm also going to wait till that's nailed down before spending time on the animation. Either I'm going to keep it so that you get unlimited fireballs, or that you recharge them by interacting with braziers to help make puzzles.
Definitely needs an Escape button to close the game. Unless there's one I couldn't find, I had to use Task Manager to close it down.
A charming little demo. The music especially gives it a kind of melancholy or bitter-sweet feel, and it makes me think of a softer version of the Dragonheart theme music. Sad, but kind of hopeful, which seems as if it might fit what the story suggests.
I look forward to seeing where this game might go in the future.
Thanks for checking it out! There did used to be an 'escape button', however it just closed the game instantly and people kept accidentally pressing it, so it's removed for now. A proper pause menu is on my to-do list, though currently I'm focusing on further improving the lighting (which is turning out to be a much more involved process than I imagined).
Hey, haven't been around in a while! I'm liking the addition of some more story with the curator, and only 1 new crash to report for 0.1.10. It happens whenever placing down the flow object:
Ah thanks for checking it out again! I accidentally introduced a lot of crashes into my game by implementing changes to my code before testing the changes actually worked, so this kind of error keeps popping up - I'm hoping this is the last one, but it probably isn't.
The second island with the Curator is the next big task on my list, the plan is to implement better cutscene support and puzzle sections (this will be the area where the time bubble is unlocked), but it has a long way to go, so I'm glad you like the story elements so far.
Hey, this seems like an interesting project so far!
I have had the game crash a couple times when speaking to NPCs, so I'll post that error at the bottom.
Movement has a lot of potential with the fast flying speed plus the morph ball, and the air dash if you can get the right bounce or gather the yellow orbs. I can imagine regular levels or user built ones being like time trials, having you flying, bouncing, and rolling around as fast as possible.
From just the demo though, I'm a bit confused as to what type of game this is planned to be? Is it going to have levels/separate areas, or will it be one large open world like it is now? Is the level builder going to be its own separate mode, or is it going to be a feature of regular gameplay? Will there be combat since your dragon can shoot fireballs, or is it all about the movement? And if you don't know any of those yet, that's completely fair since this is just a demo version. Keep up the good work
The current plan for it is for it to be more open, with different islands you can go to. I am also planning on having some puzzle based areas which will be more enclosed, which is what the fireball is for (there is a test brazier in the level editor which you can light with it).
Side note, there are also some abilities which you didn't mention, so I'm guessing you didn't notice them (which is kinda my fault, the instructions for them aren't obvious and slightly convoluted):
E - Stasis - Lets you freeze in midair for a moment, allowing you to change direction and continue with the same speed.
1 - Time Bubble (I completely forgot to add any mention of this anywhere, whoops) - Things outside the bubble are frozen in time, try playing around with fireballs.
Ah yeah, I had no clue about the time bubble ability. And the fireballs for puzzles makes sense, especially with how you can freeze them in place. I found that pressing M also gives you free boost power (for testing purposes I'm sure).
Just playing around with the builder is pretty fun on its own. I have found two more crashes though. The first one happens if you use time bubble and shoot multiple fireballs upward. After unfreezing time, the stack of fireballs falling down can cause the crash. Second one happens sometimes when trying to create really small and/or thin polygons in the builder:
Ah thanks for letting me know! The first one was a relatively easy fix, the second is... fixed unexpectedly. I've also made some changes to the builder to make it a bit more robust, so I've replaced the old version with a new version of 1.1.6.
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Crash on 0.1.17
Android device version 8.1
LÖVE abdroid version 11.5
I'll look into it, but from what I've been told this looks like it might be a hardware limitation - I'll try to find a workaround for the next release, but I might have to disable motion blur for certain devices.
That’s expected since this device is pretty old, but for future i think a message should be provided. Something like “your device’s graphics is not supported”. And if you have the time and those specific shaders aren’t necessary you could make it optional with default on, and off when detected not supported, i will try the game on my computer and give you a proper feedback for the actual game, thanks for replying.
It's already been coded for the next one! It'll say something like:
"Hardware does not support enough simultaneously active canvases! Needed: 5, can support: 4". Will be released with the next version
Pause button is good. Do you think you could add a return to main menu option too? That would make it easier to restart without quitting the game and relaunching every time.
Another nice touch would be a mouth opening animation for when you shoot fire (If that wasn't in the plans already).
I've run into one bug with water so far: if you fly down fast at the large pool of water, you'll get put into this weird stuck state where the camera freaks out and starts shaking like crazy. Going into ball form breaks you out of this, and launches you with any momentum you had stored up (which was actually kinda fun lol).
Last thing: are you supposed to be able to pause during dialogue? Doing so doesn't seem to break anything- just wondering if that was an oversight.
Hi again! A return to main menu option would be good, however I'm probably going to wait till I have a working save system before adding it.
I'll look into that bug, I suspect it has something to do with framerates. And yeah, I hadn't thought about the pause menu during dialogue,
The fireball animation will come eventually, I'm still undecided on the full mechanics of how it should work so I'm also going to wait till that's nailed down before spending time on the animation. Either I'm going to keep it so that you get unlimited fireballs, or that you recharge them by interacting with braziers to help make puzzles.
Definitely needs an Escape button to close the game. Unless there's one I couldn't find, I had to use Task Manager to close it down.
A charming little demo. The music especially gives it a kind of melancholy or bitter-sweet feel, and it makes me think of a softer version of the Dragonheart theme music. Sad, but kind of hopeful, which seems as if it might fit what the story suggests.
I look forward to seeing where this game might go in the future.
Thanks for checking it out! There did used to be an 'escape button', however it just closed the game instantly and people kept accidentally pressing it, so it's removed for now. A proper pause menu is on my to-do list, though currently I'm focusing on further improving the lighting (which is turning out to be a much more involved process than I imagined).
Hey, haven't been around in a while! I'm liking the addition of some more story with the curator, and only 1 new crash to report for 0.1.10. It happens whenever placing down the flow object:
Ah thanks for checking it out again! I accidentally introduced a lot of crashes into my game by implementing changes to my code before testing the changes actually worked, so this kind of error keeps popping up - I'm hoping this is the last one, but it probably isn't.
The second island with the Curator is the next big task on my list, the plan is to implement better cutscene support and puzzle sections (this will be the area where the time bubble is unlocked), but it has a long way to go, so I'm glad you like the story elements so far.
Hey, this seems like an interesting project so far!
I have had the game crash a couple times when speaking to NPCs, so I'll post that error at the bottom.
Movement has a lot of potential with the fast flying speed plus the morph ball, and the air dash if you can get the right bounce or gather the yellow orbs. I can imagine regular levels or user built ones being like time trials, having you flying, bouncing, and rolling around as fast as possible.
From just the demo though, I'm a bit confused as to what type of game this is planned to be? Is it going to have levels/separate areas, or will it be one large open world like it is now? Is the level builder going to be its own separate mode, or is it going to be a feature of regular gameplay? Will there be combat since your dragon can shoot fireballs, or is it all about the movement? And if you don't know any of those yet, that's completely fair since this is just a demo version. Keep up the good work
Thanks for checking out my game!
The current plan for it is for it to be more open, with different islands you can go to. I am also planning on having some puzzle based areas which will be more enclosed, which is what the fireball is for (there is a test brazier in the level editor which you can light with it).
Side note, there are also some abilities which you didn't mention, so I'm guessing you didn't notice them (which is kinda my fault, the instructions for them aren't obvious and slightly convoluted):
E - Stasis - Lets you freeze in midair for a moment, allowing you to change direction and continue with the same speed.
1 - Time Bubble (I completely forgot to add any mention of this anywhere, whoops) - Things outside the bubble are frozen in time, try playing around with fireballs.
The crash should also be fixed now (I hope)
Ah yeah, I had no clue about the time bubble ability. And the fireballs for puzzles makes sense, especially with how you can freeze them in place. I found that pressing M also gives you free boost power (for testing purposes I'm sure).
Just playing around with the builder is pretty fun on its own. I have found two more crashes though. The first one happens if you use time bubble and shoot multiple fireballs upward. After unfreezing time, the stack of fireballs falling down can cause the crash. Second one happens sometimes when trying to create really small and/or thin polygons in the builder:
Ah thanks for letting me know! The first one was a relatively easy fix, the second is... fixed unexpectedly. I've also made some changes to the builder to make it a bit more robust, so I've replaced the old version with a new version of 1.1.6.