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BraveCaperCat

5
Posts
3
Topics
1
Following
A member registered Mar 10, 2024

Recent community posts

Tachyons community · Created a new topic Respawning

When i respawn, i respawn back at the first station. What am i supposed to do? I can't bring the ship to me, and i can't even modify the save data to teleport me into the sector where my ship is.

Tachyons community · Created a new topic Jump Range
(1 edit)

I tried changing the configuration file so the game is easier, but now the jump range is limited to only sectors directly adjacent.

Reverting the config back to default fixes the issue, but then i don't get larger jump range (like i intended) or any other bonuses.

Tachyons community · Created a new topic Server List

The game server can make "MMO" servers, but how's someone going to join them if there isn't a list of servers?

How do i make one without decompiling the original .jar file which is completely illegal according to the (possibly) non-existant licence file?

(2 edits)

How do i make/install/download mods? I can't find the mods folder.

Then i get this error message while trying to close the game:

* Game started: true

* Game version: 0.1.0

* Ran for : 7 minutes, 24 seconds

* Current time: 2024-03-10 at 19:23:51.727043400Z[Europe/London]

* Operating system: Windows 11 10.0

* Arch: amd64

* Java VM name: OpenJDK 64-Bit Server VM

* Java runtime version: 21.0.2+13-58

* System user language: en

* CPU model: Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz

* Save location free space: 4.679 GB

* Save location total space: 237.352 GB

* Available processors: 12

* Native heap use: 309 MB

* Java heap use: 309 MB

* Max memory available: 8.961 GB

* RAM available: 35.835 GB

* getGLVersion: 

Type: OpenGL

Version: 4:6:0

Vendor: Intel

Renderer: Intel(R) UHD Graphics

* Exception logs: 

java.lang.IllegalStateException: SpriteBatch.end must be called before begin.

    at com.badlogic.gdx.graphics.g2d.SpriteBatch.begin(SpriteBatch.java:170)

    at finalforeach.cosmicreach.gamestates.MainMenu.render(MainMenu.java:107)

    at finalforeach.cosmicreach.BlockGame.render(BlockGame.java:89)

    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Graphics.renderWindow(Lwjgl3Graphics.java:103)

    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Graphics.access$000(Lwjgl3Graphics.java:45)

    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Graphics$1.invoke(Lwjgl3Graphics.java:80)

    at org.lwjgl.glfw.GLFWFramebufferSizeCallbackI.callback(GLFWFramebufferSizeCallbackI.java:44)

    at java.desktop/sun.awt.windows.WDesktopPeer.ShellExecute(Native Method)

    at java.desktop/sun.awt.windows.WDesktopPeer.ShellExecute(Unknown Source)

    at java.desktop/sun.awt.windows.WDesktopPeer.open(Unknown Source)

    at java.desktop/java.awt.Desktop.open(Unknown Source)

    at finalforeach.cosmicreach.gamestates.MainMenu$2.onClick(MainMenu.java:54)

    at finalforeach.cosmicreach.ui.UIElement.drawBackground(UIElement.java:133)

    at finalforeach.cosmicreach.gamestates.GameState.drawUIElements(GameState.java:83)

    at finalforeach.cosmicreach.gamestates.MainMenu.render(MainMenu.java:158)

    at finalforeach.cosmicreach.BlockGame.render(BlockGame.java:89)

    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Window.update(Lwjgl3Window.java:387)

    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.loop(Lwjgl3Application.java:193)

    at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:167)

    at finalforeach.cosmicreach.lwjgl3.Lwjgl3Launcher.createApplication(Lwjgl3Launcher.java:290)

    at finalforeach.cosmicreach.lwjgl3.Lwjgl3Launcher.main(Lwjgl3Launcher.java:69)

I would also reccomend adding more blocks. Right now the amount of blocks looks like the amount minecraft 1.0 has/had