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Setting the `info.format` explicitly actually helped!

The game's running now and plays sound. I still get a lot of underrun messages from the ALSA lib though.

And some audio files seem to be different:

Loading audiodata: audio/vo/0-P2.ogg; frames: 252287, channels: 2; sampleCount= 504574
numread 252224; frames 252287
Loading audiodata: audio/vo/0-A2.ogg; frames: 212479, channels: 2; sampleCount= 424958
numread 212416; frames 212479

rounding error?

Not sure if that's correct

When I move that vertical block the angle of the ray changes so the reflected arrives a bit left or a bit right of the small scarab, but the rays emitted from it don't reflect the incoming ray's movement.

At some point I managed to get the whole level into some "semi-stable" state where it was flipping between the obstacles on and off and the ray could reach the target but not for a sufficient time to trigger the level finished... If it had been the intended solution I guess it would actually have registered the ray so I suppose that was just some edge case...

At this point it would actually be nice if there was some indication which of the levels one reached... ;)

Dispite the technical issues in getting the game running on my system (and some of them are still there, some of the VOs in the intro did not play), I love it. Especially that multi-refraction element is really cool!

(1 edit) (+1)

Wow! It’s mostly working. Thanks a lot for sticking with it, I still don’t know why some of the audio files don’t load properly (and this time it’s 63 frames too few, weird!). Now that I know what kind of problems the audio can cause on some systems, I will definitely try and make the audio playing header more robust.

Yeah, that level is probably the hardest (that isn’t the intended solution), I think there’s only 3 more levels after that. There’s a full run through of the game on the itch page for all of the solutions.

A level indicator is a good idea, I somehow didn’t think of that. The light rays still have a few issues, like the switching on/off. The reason the goal takes a few seconds to “charge” is to stop these issues being exploited to win by shining a laser over it quickly. Definitely not an elegant fix!