I believe I can swap things around to accomplish that. Thank you! It does seem to be a compatibility issue with older devices, Vulkan being the hot new thing in rendering technology. I'll upload a new zip for opengl. Lemme know if it works seamlessly for you!
Waminjamin
Creator of
Recent community posts
Thanks for the detailed comment!
Chart difficulty vs. the ease of actually winning is something I noticed myself, even as I've played it a hundred times during testing. There's no punishment for actually missing a note, and until I'm a better level designer I will keep it that way XD
I'll look into randomizing colors! Not sure what options Godot has for fonts but I too am not satisfied with the look of the hit grades.
Yeah, for now they gain a blush at a high score and look concerned/surprised when you miss a note. Could be fun to add expressions that adjust based on the meter! Only other thing that changes is the tail-wag/stroke speed when your combo is higher.
Good news about some of the bugs! In the version I'm working on, I've already fixed the lurch animations (as well as a few others) continuing to loop instead of resetting. Puer and I talked about unique animations for double-notes... we wanted to reduce the amount of work on his part so for now the most I think I'll do is make it so hits processed withing a few milliseconds of each other don't instantly change direction. And the animation resets whenever a note is hit has been fixed... although they can still end up playing a different animation >_>
I have no clue how to export to Linux, but I'll take a look after I'm done optimizing memory. I've noticed the game uses up ~530 Mb of VRAM, and a few users have shown me the specs for their laptops allowing only for 128 MB of VRAM. In the next few days I'll have a build that can run within the 128 MB limit, at the sacrifice of a **little** bit of detail.
Thanks for the feedback; I've got an idea in mind for a volume slider which will start... probably at the halfway point or lower so you don't get BLASTED.
Keybinds will be tricky. Will mess around with more comfortable setups!
I didn't want it to be T O O unforgiving... maybe a difficulty slider in that case >W>
A 'Free-play'/Gallery mode is absolutely something I've had bouncing around in my head. This is my first coding project so implementing all this stuff is a new learning experience every time.