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Cheers for checking it out + for the kind words :3

You don’t have to answer this, but out of curiosity, were you playing one of the versions with the video sprites/backgrounds, or one of the potato versions with the static pngs? :o

I only ask because I’m aware of the freezing issues that appear to be caused by the video sprites (but have no idea how to actually prevent it from happening T_T) whenever text is prompted to advance before the text has fully revealed or before the entirety of a voice line has finished playing, BUT, I’m not aware of any freezing in the potato versions, so it would just be good to know if it’s happening in the potato versions too, haha.

The main reason I made the potato versions and made those the recommended downloads was because I discovered pretty last minute in the jam that the original video versions ran like crap on the family potato laptop x3 And I already knew that the video sprites were causing weird random freezes even on my half-decent PC, so I made separate versions that removed all of the video files completely and replaced them with pngs. I had really hoped that that solved all of the issues by just having static images, and while I did get to run through each Windows version of the potato png builds a few times before the jam was over, I didn’t get to test as extensively as I would have liked. And, as always for Mac and Linux, I have no way of testing them at all >.<

(+1)

Went for the no-potato Director's Cut, Windows version. I have a good PC build, so that shouldn't be where the problem lies. From the sound of it, it must be something in the code.

No idea how you're coding these functions and in what order things run, so this is a totally generic and random bit of advice from the top of my head, but if things potentially freeze up because something moves on before something else is correctly finished, maybe (if you're not yet) work with co-routines that yield until things elsewhere have finished up? It's not like the game crashes, it doesn't technically "freeze" in that sense, it just doesn't do anything with my input at those points.

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Yeah, so it must still be with those darn video sprites then >.< It was my first time using video ones instead of regular ones, haha. The problem is, I'm not a coder, that's pretty much why I got Naninovel in the first place :( So when random stuff like this happens that doesn't usually happen, I'm pretty clueless, haha. 

I noticed something had changed with the way you implement voice acting in general because, prior to updating Naninovel, I was able to inject sprite expression changes mid-sentence and it was all lovely and smooth. The voice line would play, and the expressions would change as it played.  Now if I do that, it pauses playback of the voice line the moment it reaches an expression change command even if the expression change includes a skip/no wait command >.<

Anyways, it's not your problem to figure out so I will try to shush my rambling x3 I appreciate you taking the time to reply though :3 I'll have to dig around and ask in the Nani support to see if they might know what's up.  Cos I essentially have no control over how voice lines play beyond attaching them via the inbuilt auto-voicing system, and that seems to be the main thing causing conflict with the video sprites.

As you say, it's not like it's even a proper crash or freeze for me either >.< It just prevented input when I was testing. Rewinding text by 1 line also seemed to temporarily fix it for me until it did it again, haha. Every time, I was able to resume gameplay by just rewinding 1 line of text, but I mean, that's not practical for a player to have to do :( It kind of means I might as well have just made the whole thing without the video sprites in the first place since anyone not playing a potato version is just gonna get frustrated with it >.<