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fallahn

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A member registered Jul 13, 2015 ยท View creator page โ†’

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Thank you! ๐Ÿ˜

Thanks! The style is inspired by this palette: https://lospec.com/palette-list/colordome-32

I'm away from my linux box atm - but you can try this: use readelf to check the rpath of golf (it should be the lib directory). If it's not you can use chrpath or patchelf to fix it.

Or you can try installing the libraries to somewhere in your LD_LIBRARY_PATH

Failing that the Windows version *should* work under Wine.

Failing that you can redeem the Steam key from the download page - the Steam version has a native linux build.

Thank you! :D

Yes! All updates are free once you bought the game. Simply go to the link in the original email you received to get the new download. If you don't have the link anymore you can request it again here: https://itch.io/docs/buying/already-bought

I've included a new linux native build in the 1.14 update - hopefully it works better for you! If not I have a friend helping me out getting a native build running in Steam Runtime which should make a better distributable. Fingers crossed ๐Ÿคž

No no, thank you! :D I've added the connect command to the console, which will be included in the next update (due out pretty soon). I've also worked on fixing up the linux build, so if I can get the thing to package properly there'll be a native version with the next release too! (Though not the Steam version unfortunately).

Hey, thanks! Sorry you're having that problem - I have to admit I haven't tested it in Wine for a while. I'll look into adding some console commands for connecting - that's a good idea! You could possibly also try using proton (if you don't mind using Steam) or even try using the Steam version (Steam key is on the download page). I know that works OK because it runs on the Steam Deck. If not, no worries I'll look into updating the linux build. Thanks again!

Thank you :D

Thank you! Feel free to drop a comment on the GitHub issues if there's anything you come up against ๐Ÿ˜

Thanks! I'm glad you're enjoying the game. I appreciate the offer to compile a mac version - but while the game is still in flux (I have plenty of updates planned ๐Ÿ˜‰) collaborating on multiple builds is just too far out of scope. Once a more final version of the game is on the horizon I'll re-evaluate the mac options available.

You can still build the non-steam version from the source on GitHub - though there may be kinks in the mac version. Someone else has also been working on mac builds - perhaps you could collaborate with them? With that you can copy the assets directory from Steam to the app bundle and copy your characters from %appdata%/Trederia/golf/user/profiles/ on Windows to /users/<user>/library/application support/golf/user/profiles (I think, my mac is *very* rusty). It's rather inconvenient, I admit, although there are bound to be some automated solutions out there, even if it's just a shell script ๐Ÿ˜…

Thanks again for the support, I really appreciate it! ๐Ÿ˜

Thank you!

That's a definite "maybe" - I want to, but native versions are ridiculously complex to build. I can promise that I'll always test every update on Steam Deck hardware and on Manjaro desktop with Proton though, to make sure it works. Being officially verified is very important to me ๐Ÿ˜

Hi, I did consider making this possible, but it turned out it would be far too easy for someone to cheat all the achievements on the Steam version by manipulating the user files of the itch version, sorry. The new update is due soon though, and I'm hitting the drone by accident, mostly on the pitch n putt course, more frequently than I'd like ๐Ÿ˜… I'm sure it won't be long before you get the achievement again ๐Ÿ˜

Hi! Thank you, I'm glad you like it.

Thanks for the detailed feedback, this is the kind of information I thrive on. You're not the first to raise a few of these points, so I'd like to reassure you that many of them have already been addressed and updated for the next release. You do bring up some new points however, so I'll make sure to look into them. Just to clarify:

I agree about the animations - however as a solo dev I'm limited to whichever stock animations I can obtain. I agree entirely about the slightly jarring impact of hitting a ball apparently full pelt and having it drop only a few yards. Unfortunately it's not something I can foreseeably do anything about, although if I find a way I will ๐Ÿ˜

The scoreboard can be viewed at any time by holding Tab or Back on the controller. It's missing from the Options graphic, but I'll make sure to add it.

Increased avatar customisation will come later. I'm hoping to add it as a Steam workshop item, so people will be able to add their own, increasing the variety available.

The current release here on itch has slightly broken power values for shots. It also doesn't select a good default club. This has been completely re-done for the next update so that the power bar more intuitively represents a percentage of the club's power. The terrain does affect the shot, I've uploaded a guide to the Steam page which explains how it works - although it's more applicable to the upcoming release rather than the current one. You can read it here.

The restriction on left/right aiming is apparently a much debated topic! There are those who say, justifiably, that in real golf you could hit the ball anywhere you like - however others say that in real golf you wouldn't say 'well the hole is over those trees so I'll just hit it that way' because you don't (or maybe you do?) have a mini map which tells you where the hole lies... so it's a difficult topic to balance. In the upcoming version the direction is still limited, however the angle is much wider. It's also possible to deliberately hook or slice the ball for a further increase in angle if that's a tactic you'd like to employ. It probably sounds a bit weird, I know, but as I get more feedback I'll certainly try to refine it.

The club range is designed to try and best fit the game, rather than reflect an actual set of golf clubs. Similarly to the par values - for instance there are no par 5s simply because the game engine isn't capable of making holes that big. The included range of clubs are enough to play the game tactically enough that it's competitive, without overwhelming players who aren't well experienced with golf. The auto selection is fixed for the next release, and I have vague notions of a 'shop' which allow you to buy different clubs based on experience, although there's no solid plan for that yet. Perhaps based on your and other player's feedback I can refine that idea in the future.

I agree the greens could use some work, if at least visually. It already irks me that many of them have stripes which don't go in the same direction as the fairway ๐Ÿ˜…. I've worked to refine them for the next update (and the update after that which is already being worked on!) so I'll take this under consideration, particularly the transition from fairway to green.

Tournaments and other gameplay modes have been on my list for a long time, but have not been implemented for weird technical reasons involving the layout of the lobby menu ๐Ÿ™„ This will first be addressed as I redesign it to allow for custom courses and course thumbnails to preview the selected course, at which point I hope to add extended gameplay modes as part of the game rule selection that currently covers matchplay/skins/gimme rules etc.

I could possibly make the scoreboard show a little longer, although as I mentioned you can view it at any time with tab / back button. The problem is that in multiplayer games online if someone refuses to acknowledge the scores it holds up the entire game. I'll spend some time trying to find a better solution to this. I'll definitely remove the zeros from unplayed holes - it won't be in the initial Steam release, but certainly in the first update afterwards.

Showing your own score at all time would be nice. I'll try to add this.

Imperial measurements are not what I'm used to, so I have to apologise for any inconsistencies. I'll make sure the putter values and the green values at least match up, and stick with yards rather than feet.

Again, as mentioned, the overall power/aim/distance of clubs have been overhauled, hopefully for the better ๐Ÿ˜„. It's one of the things I've worked hardest on improving.

The sound effects are, as a solo developer, what I can get my hands on ๐Ÿ˜. The voices do vary between avatars, although you can always turn down the voice effects from the options menu (scroll through the selection at the top of the first page, it lets you set the volume for different groups of sounds) - or failing that just delete the sound file from the assets directory. It won' t break the game ๐Ÿ˜

Computer opponents are completely rewritten for the next update. Without getting technical you'll just have to take my word that they're a lot better - although there is a brief overview here.


Thanks for taking the time to provide the feedback! I'm glad you're enjoying what you've played so far. The Steam release / next update is by no means the last, and I try to take in everyone's opinion and balance them as best I can. I hope you enjoy it once it's released!

Hi! Thank you, I'm glad you're enjoying it! As far as I'm aware there is currently nowhere dedicated to sharing content, however I am planning a post-release update for the Steam version to add workshop support for custom courses and custom balls ๐Ÿ˜

Hey! Sorry you have this problem. You can check to make sure the settings are being saved OK by opening the options menu, then closing it again (this forces the game to save the config file) then press F1 to open the game's console. In the console window there should be a message stating whether or not the file was saved successfully:

You can navigate to this directory to make sure (you may need to enable hidden folders, or use the %appdata% shortcut in windows) and then open cfg.cfg in a text editor. Make sure width, height and window_size are set as appropriate. You can even edit these and try launching the game again - if you accidentally put invalid settings and the game won't launch just delete the file.

If you're able to create a larger window, but the resolution still looks wrong try disabling 'pixel scaling' in the options menu. When this is enabled it takes a 640x480 resolution and stretches it to fill the window creating large retro(ish) pixels. By disabling it you will get the window's native resolution. If your keyboard has a number pad the + and - buttons can be used to toggle pixel scaling at any time, so you can quickly see how it affects the look of the game.

The game's default fullscreen mode is in fact borderless window - there's no fullscreen mode which completely takes control of the display as some other games do. Fullscreen mode will always set the resolution to match your current display. There's also a keyboard shortcut to toggle fullscreen at any time - alt+enter. Hope this helps!

Hi! Thank you for the detailed post - I really appreciate feedback like this as it helps me to dial in the game. To address your points:

  1. I'm inclined to agree with this - it's one of those things that I've gotten so used to now that it has fallen by the way. I'll definitely look into making this more intuitive for the next update.
  2. Again, I agree. In hindsight it seems quite unfair that not every player gets to attempt the same shot. I guess this is a tell that I tend to play against the computer more than other human beings ๐Ÿ˜…. I'll modify the behaviour so that the wind only changes when the hole does.
  3. This is a bug ๐Ÿ˜” It used to auto-suggest a club based on distance, I'm not sure where or when it broke... I'll fix it ๐Ÿ˜
  4. This is a good idea. I'll tie it in with the flag beacon, so that players will have the option to turn it off and choose its colour. While red is a common choice colour-blind players will often choose blue or yellow as to them red is usually invisible or hard to see on a predominantly green background.

If you'd like to track the progress of the updates follow me on Twitter, as I post most often there. Thanks again for the feedback, it really is the people who share their thoughts who help steer and fine-tune the game. I'm glad you're enjoying it! By the way, if you haven't already, check out Tee Time Golf on Steam. There's no affiliation, I just think it's one of the better full-sized golf games available ๐Ÿ˜

Hi. The game is stand-alone so doesn't require an emulator. Which version do you have (windows, linux, etc)? And which graphics card do you have? Usually if the game doesn't launch it means your GPU doesn't support OpenGL 4.1 or higher, although on linux there may be some missing libraries. On windows if you go to %appdata%/Trederia/golf/ there should be a file called output.log which contains any error messages that may have been printed. On linux running the game from the terminal should print any errors there. If you find any error messages, post them here. Thanks!

Thank you! ๐Ÿ˜„

Thank you ๐Ÿ˜

Happy to help, glad you fixed it! Thank you for the kind words and your support ๐Ÿ˜

Hi! Sorry you've had this problem. You can reset the game settings to default by going to c:/users/<username>/AppData/Roaming/Trederia/golf and deleting prefs.cfg. Or if you don't want to reset all settings, open prefs.cfg in a text editor and change use_post_process = true to use_post_process = false. 

Thank you! I'm glad you've been enjoying it. I shall definitely look into improving the AI in a future update ๐Ÿค–

Whoops! This should be fixed now, if you'd like to try downloading it again. Thanks!

A very good question. Linux is a tricksy thing at the best of times. ๐Ÿ˜… The rpath of the binary *should* be set to the lib directory - however you can check it with readelf -d vga_golf which will list all the dependencies and the current rpath of the binary. If the path is incorrect, or I've made a typo you can use chrpath -r lib vga_golf to set it to use the lib directory. For more in-depth information on this approach check out this blog: https://pvigier.github.io/2018/10/07/distributing-c++-program-linux.html

If that doesn't work I have been told that the Windows version of the game works well under proton so that might be worth a try. In the future I'm hoping to create an AppImage for the linux version, but until then this is the best advice I can offer ๐Ÿ˜ฅ

OK So I guess for now I'll stick with trying to get the windows version working with proton. It could be as simple as using 127.0.0.1 internally as the loopback address instead of 255.255.255.255, which is currently hard coded, so I'll try once I get set up. I'll have to see about installing proton on my desktop (although I'm by no means a linux expert, so adventures ahoy!) ๐Ÿ˜… Thanks for digging out the user path, I had a feeling proton was going to do something like that when emulating the user dir of a windows system, so that's useful to know.

I did modify the rpath of the linux bin to point to the included lib folder, specifically because libraries like bullet are so varied between distros, but the fact that arch/ubuntu-debian are so different that it doesn't work doesn't surprise me all that much. It's a shame that linux distros are just so fragmented - it puts me off spending more time with the platform.

AppImage looks promising, especially if I can hook it up to the cmake script. I've still got a big chunk of work to do to get the next update to VGA Golf done, but after that I shall definitely be looking into this more. Oh, and you didn't hear it here, but there may be a chance of the game coming to steam in the future ๐Ÿ˜‰ Potentially this could make things a little simpler when running on steam deck, if only because it'll be ported to Valve's networking libraries.

Thanks again for the help and feedback, it's really appreciated!

Shame. I'd be interested to know if steam deck supports installing packages from pacman (I *really* need to get my hands on one ๐Ÿ˜…) - although from what I hear it's generally easier to use use proton than it is to get native versions running... The game itself should dump some log files to your user directory if there's an error, although I have no idea where that would be under proton, presumably /home/user/.local/share/ but maybe not if proton handles this differently. If you have access to a keyboard you can also open an in-game console with F1 which ought to have some error messages printed to it. Thanks for all the feedback though, it's most appreciated! I've looked at flatpak in the past but my brain was unable to comprehend the packing process - if you can shed any light on that I (and all the linux users) would be eternally grateful!

Interesting. Firstly, thanks for letting me know how it works on a steam deck! I don't have access to one so I've not been able to test it (although I'd love to at some point). The local server thing should be fine without a network, at least it is on a regular Windows machine, so I can only assume it's a quirk of proton. There's a version of the game built with manjaro linux available to download (which valve recommend for steam deck development) - does that run at all? I'll definitely be making an effort in the future to make sure the game is fully steam deck compatible so I'll take your feedback into account. Thanks! ๐Ÿ˜

๐Ÿคฆโ€โ™€๏ธ Thanks for letting me know!

Thank you ๐Ÿ˜

Hi! Sorry you've had problems, I've been having real difficulty getting golf to run well on a mac unfortunately. If you are using an M1 mac then game won't run too well on Rosetta, and I don't have a newer mac capable of creating a Universal binary (not yet anyway). If you are using an intel mac, there is a bug with intel graphics cards that causes a crash, particularly in the options menu. As it's a driver problem it's up to Apple to fix it, but again unfortunately, they're unlikely to fix/update older software. There is an alternative options menu which you can open by pressing F1 at any time, perhaps that will help - usually turning off post processing gives a good performance boost. If that doesn't help I can add an option to disable shadows - but that won't get added until the next update comes out. One last thing you can try is after a crash click on the button that says 'Report' and then from the new window copy paste the text between 'Thread 0 crashed' and 'Thread 1'. Paste it here and it should at least tell me if the crash is related to the intel bug, or if it is a new one I might be able to fix.

Sorry I can't be more help! ๐Ÿ˜ข

I've uploaded version 1.6.1 which should fix this now, thanks!

Awesome, thanks. This looks unrelated to the other crash, in fact I'm pretty sure I know what this is, and it should be an easy fix. FWIW the other crash happens if you hover the mouse over an option in the option menu, or over the Add Player icon - it *should* have a little tool tip/bit of text which tells you what the option does, but on intel graphics cards it just crashes ๐Ÿ˜ฅ This crash on the other hand is just me being forgetful (not setting the file path correctly to load something on the driving range) ๐Ÿ˜ณ Thanks again for the help, I'll have an update uploaded ASAP!

Oh, hum. Sounds like you've found a new bug ๐Ÿ˜ฅ If you could tell me exactly the steps you do to cause it to crash, that would be awesome, so I can try and reproduce it myself. Also, if it's possible, if there's a message which says 'vga_golf quit unexpectedly', could you click on the button that says 'Report' and then from the new window copy paste the text between 'Thread 0 crashed' and 'Thread 1' and send it to me? You should be able to paste it here. I'd really appreciate it, thanks! ๐Ÿ˜ (You don't need to send it to Apple, I doubt they'd do much lol)

Thanks! re: the crash - does your mac have an intel GPU? I've noticed on my HD4000 (mac mini) that there's a very specific bug which causes the game to crash when it tries to display tool tips. I've had people test it on other mac hardware without problems, so I think it's a niche Apple aren't going to fix (they're trying to steer everyone towards using their proprietry graphics APIs, and would rather sell you a new mac than fix an old one ๐Ÿ™„) which is unfortunate. Best I can do is isolate tool tips in the next update and, as ridiculous as it sounds, ask people to navigate menus by keyboard (or controller) rather than mouse for now - sorry!๐Ÿ˜… To address your other points:

  • There's a hard limit on the physical size of the holes in the game engine, so par 5s tend to be a bit too easy because they're too short. However you can edit the hole files by exploring the app bundle and going to Contents/Resources/assets/golf/courses/ where you'll find the course data. The files ending in .hole are simply text files in which you can edit the par. Make sure to back these up before editing though, as it'll cause problems if you try playing a network game and they don't match the other player's version.
  • The club limit is a side effect caused by the game trying to guess your club set based on the distance to the pin. This was introduced with the Pitch n Putt to prevent players being able to drive the ball 200m on a 70m hole ๐Ÿคฆโ€โ™€๏ธ. I'll look into adjusting this.
  • This is very true. I will endeavour to add it in the next update ๐Ÿ˜

Thanks for all the feedback, I really appreciate it. It's what keeps me motivated and the game improving!

Good luck! If you do get a hole in one then take a screen shot (F5) - as you may be the first person ever to do so! In what must be nearly 1000 hours of playtesting the closest I've gotten is ~17cm ๐Ÿ˜ฅ

Weird isn't it? I've never enjoyed golf in real life - the only time I tried playing it I nearly injured myself ๐Ÿ˜‚ - but there was always something satisfying about those old 90s games that made it enjoyable to play

Awesome! I hope you enjoy it ๐Ÿ˜

Thanks for trying again - I'm sorry it didn't work out. I'll look at what I can do in the next update to try and fix it, at the very least I'll make it print better errors to try and fix what's going on!