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.
FroggyGreen
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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 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.
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!!
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
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.
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.
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!