Oh yeah the first game runs fine, but I remember the 2nd game crashing on Vita. I'll probably revisit a Vita port later though, the current source repo is kinda a mess with the unfinished 2.0 update... And right now I'm working on other things so it's unfortunately not a huge priority at the moment.
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Basically the reason it does that is because the game actually takes a screenshot then displays that as the background for the end screen. It's normally unnoticeable but with extreme speed like this, it likely just grabbed a screenshot the frame before the camera movement registered or something. Idk what really goes on inside the magical black box known as the Godot game engine
I get email notifications whenever I get a comment. Oh and by the way, you're totally free to download the godot project files to all my games and mess around with them. I tried to make the code at least kind of readable so maybe you can learn something! (although they only open in Godot 3.x, not Godot 4)
Oh wow, don't know how I or anyone else didn't catch that. Maybe it was intentional? I honestly do not remember, it's been so long.
Might just leave it in there cause 1: I'm lazy, and 2: it gives you another chance to go kill your ex (every man's dream... right?). Or I might update it to make it an easter egg where if you go back to rob it again, the clerk tells you that there's no more money.
Oh wow, don't know how I or anyone else didn't catch that. Maybe it was intentional? I honestly do not remember, it's been so long.
Might just leave it in there cause 1: I'm lazy, and 2: it gives you another chance to go kill your ex (every man's dream... right?). Or I might update it to make it an easter egg where if you go back to rob it again, the clerk tells you that there's no more money.
TL;DR (Sorry, I like explaining things in-depth): It's most likely just to do with your phone, if you could tell me what phone you have, that would be greatly appreciated.
That's likely to do with your phone, if you could tell me the kind of phone you have that would be greatly appreciated. I just ran a test on my budget test phone (Samsung Galaxy A01 for reference) and it took about 12 seconds on the first loading screen.
The issue is that the GLES3 renderer used in the Android port runs fine on more powerful phones, such as my high(er) end test phone (Galaxy Note 8) and my personal phone (Pixel 7a), but on cheaper phones GLES3 takes much longer to compile shaders (the Vita port taught me that, because even the GLES2 renderer takes forever to "load").
Unfortunately, you can't switch the renderers on the fly with Godot games. There is a built in argument to force GLES2, but... there isn't an easy way to use that on Android (if not impossible).
Thanks for the pretty detailed response. I'll definitely look into all of this and see if I can get it running on my hardware (which is a puny little 2012 Macbook Air...).
I know for certain that my initial issue was that the Mac executable wasn't signed in anyway giving me the "App is damaged and can't be opened" error. So at the veeeery least I'll get it signed. I hope running an outdated (Catalina) of macOS doesn't give me issues with running on newer versions.
To be honest I have the money for a 13" M2 Macbook Air... but I'm saving it for a car (real important in rural USA) AND it would leave me almost broke. But I definitely want to support Macs at... some point.
Well that's weird... I gave the 64 bit version to someone else before and it seemed to work fine. I'm not familiar with Debian though (I use Arch btw), so I can't help you out there. My suggestion would just be to run the HTML5 version of HTRAGS1 since that version runs mostly well. But the HTML5 version of HTRAGS 2 isn't amazing with a lot of stuttering...
Anyways, sorry for the long ramble, here's the 64bit version of HTRAGS 2.