Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Phykro

25
Posts
2
Topics
429
Followers
3
Following
A member registered Nov 12, 2016 · View creator page →

Creator of

Recent community posts

Looking at the RAM usage it seems they've reduced the texture size of assets themselves. If not, I'll try a different image downsampling  method to preserve quality.

I'll upload the compiled versions when they're done, but I'm probably switching from Kade Engine back to the original for Week 7. 

v0.0.2 will still be up for download if you want to port mods to Kade Engine, although I'd recommend compiling the latest version of Kade Engine yourself if you get a windows or linux machine. 

Newgrounds is back up. Go give them site traffic and support the kickstarter.

On a side note, I've done some memory testing on Week 7 and it seems they've fixed the asset issues causing the RAM to spike above 2 GB. I'll have to play around with the actual files once they're available, but this should mean that I'll be able to use full quality assets again.


I'm probably gonna base v0.0.3 off of the original game rather than Kade Engine due to some issues with health drain and conductor offsets. Week 7 also added configurable controls and downscroll anyways, so there wouldn't be much of an advantage to using Kade Engine for the time being. 

Week 7 adds voiced dialogue in between each song along with mid-song voice lines and animations. I'm guessing they hardcoded these in both PlayState.hx and Dialogue.hx, so I'll need the source code as well.  

ninja_muffin99 and the rest of the team have also asked for people to hold off on reposting Week 7, and to play it on Newgrounds in the meantime. They've put a lot of hard work into it so please respect their wishes.

Really fun demo so far! Hope you guys implement rebindable controls like Mush Dash has it.

Oh yeah they just hit their stretch goal for a mobile port so once the full game releases I'll be f r e e.

(1 edit)

No exact timeframe was given but Week 7 will be a Newgrounds exclusive for now. Without access to the source code, I'm not able to add it to Foned In. In the meantime, go support their Kickstarter as they're planning on releasing a full 20+ week version.

For those wondering I've mostly recovered from COVID, but other updates will have to wait until my exam season is finished. Stay safe and wear a mask out there!

While you're waiting, go check out Unbeatable. It's like an even more chaotic version of muse dash.

I've uploaded the zip for v0.0.2, but the latest versions will always be available on my github. Just run lime test html5 in the root directory, and the compiled version will be in /export.

(1 edit)

Some of the previous textures were 8096x8096 which would show up as black sprites on most Android devices and some chromebooks, or outright crash the game when loaded. Reducing the texture quality significantly reduces the amount of RAM used, as the port was designed for mobile devices. In the future I'll try resampling the images with nearest neighbor or bicubic to fix some of the edge details.

(1 edit)

I added a hotfix just now that should fix the accuracy bug. Lmk if it's still an issue (just added another one lmao)

that'll probably be fixed in the next update

It'll be a bit easier to posts bugs now.  If you'd like to contribute to the project, you can start new issues/pull requests on my Github as well.

Current version on Github has some of the new offsets I added for sprites. I used the textureDownsize script you can find in the root directory to downsize the textures by a factor of 2 (8192x8192 sprite becomes 4096x4096), so you should be able to run that script on the xml and png files for the new assets.  Since b-sides and other mods overwrite the current weeks, just running the script on the mod assets should work. If the mod replaces the StoryMenuState.hx file to rename the weeks, you can just edit that file manually.

Reposting here in case people aren't reading the description.

My computer broke over the weekend so I've been a bit busy trying to fix it. 

In terms of upcoming fixes, I'll be reverting to the original game's scoring/health system. Kade Engine does some funky stuff (like -3000 points on a miss lmao). Next update should get weeks 2 and 5 to load correctly and work on most newer iPhone and Android devices. Also for those asking about the debug menu/charting mode, those are currently binded to keyboard keys and there's only so many buttons you can support with just a touch screen. If you'd like to build the game yourself, the code and instructions are on my Github, and using the -debug flag should enable some dev tools.

Revamping the scoring/health system is something I have planned down the line.

Hey guys, I'm still working on the next patch since I have to reposition all of the sprites manually. Changing one position sometimes breaks another level, so it's taking a little while.  So far I was able to fix the crashing and black sprite issue on Week 2, so I'll probably release the next update in a few days.  I've got a few university assignments to catch up on too...

I swapped it to match their in game positions. If anyone cares enough they're free to change the array in StoryMenuState.hx and compile it for themselves.

Once I get the sprites to load correctly I'll look into it. As of now, sprites need to be resized and compressed, and the XML file has to be updated, so dragging and dropping in a new assets folder like many mods require won't work.

(1 edit)

I'm working on a way to reduce the texture size, which hopefully lowers the ram usage enough to not crash. In the case of week 2, did it load with a black background or not at all?

I can verify that reducing the texture size fixes the black box issue on Android, but I'll need to manually update each animation in game with the correct offset and size.

When week 7 drops I'll try to add it in, but it might take a while. Most songs are hardcoded in,  so it's not necessarily dragging and dropping in the files.

It's most likely the  default sprites exceed your device's max texture size. I'm experimenting with reducing sprite sizes right now, which should hopefully fix the black square issue and improve RAM usage.