Makes sense that it could introduce bugs, so I guess that’s why it hasn’t officially upgraded yet. A post with instructions would be great, maybe even with instructions for the unofficial Android port?
Lynne
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Thanks! Works great. Didn’t realize literally all of the game’s code is contained in the assets
folder. Not sure why this hasn’t been pushed to the game by RFG/D13 if it’s that easy, but doing it manually works in the meantime. I wonder, since this thread has done so off-topic, could it be renamed? Or maybe one of us should make a new post just detailing the manual nwjs updating procedure for all platforms so more people can see it.
Asked devs on Twitch, they said it’s a known issue across all platforms, and that they’d have to move to a newer version of nwjs to fix it. Found that odd since I had never experienced it on Steam including when specifically trying to, and never got it to happen. Right after he told me that I boot up my Steam copy and it happens, just as badly as on itch. I guess let’s just hope for that nwjs version move at some point.
Took some time to look into this, and was able to replicate it myself by going to Ku’lero temple, though seems to only happen in the room called Outlook for me. Azure Archipelago seems unaffected, and in fact, if I teleport there, do something that zooms in the camera, then teleport back to the Outlook room in Ku’lero, the performance issues don’t appear there either, though this is temporary. I took a cursory glance at the game files of the itch and Steam versions, and there’s differences in the filesizes of their executables and libraries. In the case of the the game executable, I’m not sure if that’s Steamworks packaging its own data into it, but I don’t see why Steamworks would change the libraries. This seems to me like what’s causing the performance issue with camera zooming under certain conditions, as their post-game
extention folders, and their game
folders (containing critical .js and .css files) match exactly, leaving the libraries as the only possibly culprit, at least as far as I can see. I’ll bring this up to RFG in chat during their next development stream, whenever that is (Though I realize they’ll probably refer me to someone at Deck13, as they’re done developing/supporting CrossCode themselves). Hope we can get a fix!
Odd, I’m not experiencing that to any extent, nor did I ever have it when playing on Steam. Does this happen when playing the base game on GOG/itch too? Does it happen in all scaling modes? (try also: true nearest neighbor scaling which the game’s settings don’t actually offer, as it pixelates rotation effects like those charged wave VRP teleportation elements from Gaia’s Garden) What graphics hardware do you have? Sounds like it could be an integrated graphics issue or something, at least that’s the kind of thing I know to be a fairly common cause when miscellaneous rendering/performance issues arise that don’t affect others at all.
Interesting, I was under the wrong impression then. Now that I think about it what I suggested was the case doesn’t make sense because it would mean people selling their games on itch would have to give a cut to both itch and Steam for every itch sale, if they give out Steam keys. Don’t think Steam will do either of the things you suggested, they very recently made the rules on how sales can be conducted even more strict in fact.
Steam (and similar platforms’) redemption keys are not an infinitely replicable resource, because for every key redeemed Steam and similar platforms still expect to get paid their cut for the “sale” of the game copy that a key redeems. So developers have a limited supply to give out. Giving out hundreds of Steam keys per $10 purchase is an economic impossibility.
Like radicalblues said, A New Home is not included in the bundle. To install it though, simply place the “post-game” folder that buying this gets you into the “extension” folder into CrossCode’s directory. Path to that is C:\Users\<yourname>\AppData\Roaming\itch\apps\crosscode\assets\extension
on Windows.