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FroggyGreen

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A member registered Mar 31, 2023 · View creator page →

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It's a cute game. I agree with Federx; I enjoy the small scope of the game. If I were to make a change, I'd add a retry screen. The intro is good, but I don't think it needs to be played after every game over.

I'm curious. Why is the GNU/Linux version almost twice as large in size as the Windows version? It was too sluggish for me play. That's a problem on my end though.

I'm on Arch Linux. Game didn't go past Godot splash screen. I don't see any error messages.

Since you made the game in Godot, I would suggest a GNU/Linux build. I tried with wine but could not play. Best wishes, Frosch

Similiar error with Maxxy boy's game

ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
 ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066)

I'll try to repeat what others are saying too much unless I feel it needs to be mentioned

- The lighting needs work. For example, the main protagonist is covered in specular lighting and this lighting doesn't seem to vary between the metal in his clothes and his scaling skin. I think you would benefit from studying lighting/shading models. In particular, a good understanding of Blinn-Phong and the Lambertian diffuse. 

- Sound is a mixed bag. I dislike some choices and like some others. The ambient music and atmosphere of the title screen are fine. 

- The settings menu is nonintuitive, you should organize the settings into two columns. One column could describe the settings and the other column can be where you actually toggle the settings

-A menu that shows the different controls could be cool

-I'd add more checkpoints since covering the distance of the map takes time.

-Maybe increase the walking speed. The run speed is fine. 

-I had real difficulty with the combat sometimes where hits wouldn't register. It goes the other way around too: some hits felt like they shouldn't have made contact but they did.

I got it to open on GNU/Linux by renaming the folders as suggested. Unfortunately my mouse could click anything on the title screen.

I had to change it to Data not data (case sensitive, and it seems to open now). Thanks for the catch!!

I got this error on Linux

ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266) 
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED    at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066)

 Anyway, seems like Godon't is having some serious problems with Vulkan. There is some kind of problem presenting to the swapchain is my best guess. I actually remember, in the thread someone had different errors with Godot  using Vulkan. But I think there problem was with resizing the swapchain.

There wasn't much there but I can understand wanting others to see the concepts you are playing with. I like the presentation style of cardboard cutouts in a 3D world. One thing to mention is that if you need to improve the grammar, I'd run it through a free tool. 

Harassing devs about linux builds for all 3 people who use them is why I was put on this Earth.

Kawai desu

I was using Wine on Arch Linux so this might vary quite a bit from the typical Windows experience. It felt a bit glitchy overall. But that's Godot in 3d for you.  The design. color and animations are all on point.  It may behoove you to export the project to other operating systems other than Windows since Godot has that built in. Thanks for sharing your demo!!

Alright good to know. Looks like I was pushing my PC out of its comfort zone.

Reminded me of childhoold. Cute and fun game, I hope lots of people get to play it!

(1 edit)

OS: Arch Linux

cpu: Intel i5-1035G1 (8) @ 3.600GHz

gpu: Intel Iris Plus Graphics G1

I like the premise of the game. It seems buggy and choppy though. Key presses would register 2 or 3 times. A slight movement in the mouse wheel would cause indefinite scrolling. It seems like time passes in the game world while you are negotiating with customers. I would remove that. 

I look forward to further developments from you. You are doing a good job! :D

I don't know how to respond with useful feedback. I'm terrible at bullet hell games.  I will say it ran without issue on my Arch Linux system. 

I can tell you can take this seriously. The extensive manual is a relic from a more civilized age. I look forward to seeing how your game develops and expands going forward.

oh sorry about that


password is 

thefrog

(1 edit)

OS: Arch Linux x86_64

CPU: Intel i5-1035G1 (8) @ 3.600GHz

GPU: Intel Iris Plus Graphics G1

I'll try again tomorrow and try to give you some more details. I tried it out with a GameCube-type controller.

I didn't get past the start-up dialogue. My input wasn't registering properly so after a few minutes I quit. 

Great presentation. I had stutter and lag issues on my Linux craptop.

It crashed a few times on native GNU/Linux. 

Here are some error messages I had when the game didn't crash

Failed to open saves directory
WARNING: Custom solver bias for shapes is not supported by Godot Jolt. Any such value will be ignored. This shape belongs to '<unknown>' and 0 other object(s).
     at: set_solver_bias (src/shapes/jolt_shape_impl_3d.cpp:45)
WARNING: res://scripts/controllerhint.tscn:3 - ext_resource, invalid UID: uid://c0c5562105evj - using text path instead: res://sprites/controls_sheets/xbox/joypad_button_1.png
     at: load (scene/resources/resource_format_text.cpp:451)
0
0
opened
not trespassing
WARNING: 3 RIDs in Godot Jolt were found to not have been freed. This is likely caused by orphaned nodes. If not, consider reporting this issue.
     at: ~RID_PtrOwner (src/containers/rid_owner.hpp:20)
ERROR: Pages in use exist at exit in PagedAllocator: 6Thread
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N16WorkerThreadPool4TaskE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object/object.cpp:2209)
ERROR: Resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:492)

It detected my game controller but it was dropping my inputs like crazy.

Spent 15 minutes and I got past the log

jump / 10

One bug I saw was that you can get Ms, jump woman to levitate near the edge of platforms.

No issues running it on my end. Keep up the great work!

(1 edit)
config file exists
Wizard1 remaining cost is: 1
Wizard2 remaining cost is: 2
Wizard3 remaining cost is: 3
Wizard4 remaining cost is: 4
adventure started for the first time, playing intro
ERROR: Attempt to disconnect a nonexistent connection from 'Skeleton3D:<Skeleton3D#124201734048>'. Signal: 'bone_pose_changed', callable: ''.
   at: _disconnect (core/object/object.cpp:1420)
gave player backpack
Xlib: sequence lost (0x150a9 > 0x50aa) in reply type 0x2!
[xcb] Unknown request in queue while dequeuing
[xcb] You called XInitThreads, this is not your fault
[xcb] Aborting, sorry about that.
nolgorb.x86_64: xcb_io.c:175: dequeue_pending_request: Assertion `!xcb_xlib_unknown_req_in_deq' failed.
Aborted (core dumped)

Problem with xcb. I enjoyed what I was able to play though. Keep up the great work. The character animation was a lot of fun! I liked how the screen didn't have any UI clutter so you could experience the look and atmosphere of the game.

Sorry it really isn't much at all. But I said I would submit something.  But maybe someone will have fun with the fact that you have so much access to the game via the command line.

Password to access is 

thefrog

Agdg bows before the enginedev. Keep up the good work. You are a consistent yesdev.

Couldn't run it. Crashed on native Linux and crashed with wine on Linux.  I did enjoy the title screen though :D.  Even though I didn't play it, some of key bindings seem odd.

I think I figured out the issue; tested on wine just in case. It was not an issue with the program but the description on the main page. The command is 'Util.doscript;, not just 'doscript'. I've fixed it.

I keep having problems with Windows. Apparently, only some people (or maybe most) are having issues with Windows though during the demo day build. But some of those issues should have been fixed for this progress day build.  Can you share what the error is / what happened?

>As it is, it would be cool to have vsync on and key repeat.

Okay, I'll add that to my list. Thanks a bunch!

There is no much here at all haha. Make sure to follow the instructions on the game page. For GNU/Linux you run a build script.

Windows exe was cross-compiled on Arch Linux

You can try help() to see the full rabbit hole of what you can do or you can try

dofile("../scripts/tests/set_player_control.lua")

which was made as a sort of demo. Thanks for notifying me about the window size issues.

Thanks so much for the response. It looks like the console's text field is being cut off by the windows task bar. It would be a good idea to have it do fullscreen and/or resizing.

Did you use TAB? And if so, you still couldn't interact with it? Can you show me a screenshot?

Thanks for trying it out!

I wonder if making builds for different distros is worth it. Of course Debian and Arch are so widely used that I  probably shouldn't leave them out. I might just be lazy and direct Linux users to run the build script kek.

check bin/