My goal is to have v1.2 (v2.0?) avaliable on Valentine’s Day, I’m working hard on it.
XPTZ
Creator of
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I have uploaded a new version, v1.11, fixing this problem. Read my recent post: https://xptz.itch.io/giantessrun/devlog/482965/giantessrun-v11-released-v12-on-the-works
The game was updated. https://xptz.itch.io/giantessrun/devlog/482965/giantessrun-v11-released-v12-on-the-works can you please re-download it and test again? Sorry for the inconvenience.
AMD Driver? I don’t have an AMD Graphics card, I’m a Nvidia user. I also use Windows 10, but I ran the game on a VMWare instance of Windows 7 using the older v1.06 version without any problems. I haven’t tested it with v1.1 (which uses more recent Godot Engine version), although I’ve tested on the virtualized Ubuntu environment (Ubuntu 20.04.3 LTS).
I could say that Windows 7 is an issue, but the AMD driver is another info… something I sadly can’t test locally, so I have some steps to ask you:
- Step zero: is it 32-bit or 64-bit Windows? The game was always tested on 64-bit systems, even on VMWare-emulated Linux and Windows 7. You said the game starts OK but crashes. !) Download the v1.02 avaliable on my Patreon post: https://www.patreon.com/posts/update-v1-02-is-51499563 - can you run it on your environment?
- If so, try updating it to v1.07, the newest version with the older Godot Engine executable. Can you run it?
- If not, is OpenGL 3.0 installed in your Windows 7? That’s the one I use for the hardware-accelerated particles and overall graphics. I don’t have OpenGL 2.0 failbacks activated on the project. Again, I don’t know how AMD graphics works, I’m a green guy, hehehe.
- And even that, are you sure you wanna stay on Windows 7? Windows 10 is pretty solid by now, and can run even on 8+ year computers. If for game compatibility, you can use DOSBox for 16-bit old games.
I’m so sorry that this problem is affecting you, and I wish I can get more info for future updates, and maybe to decide using the older Godot Engine version or activate OpenGL 2.0 failbacks.
1 - Yes, I can increase friction for a “hard stop”, but I’m afraid to create a “Sonic 4 effect” iykwim. 2 - I could retract ceilings to give more space for jumping, I guess it would “fix” the problem. 3 - Darkening background with similar palette could also work. 4 - I have an idea: “coin guiding”. If falling from a high place, you can go where there’s a trail of coins guiding to a safe landing. Of course, medium-hard platforms would have some traps, hehe. 5 - I can change the Z-shaped courses into something less ‘frustrating’.
Thanks for your feedback! I’ll try to reply to each point as satisfactory as possible:
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I wanted to create some “realistic” momentum movement, but I can make it more “hard stop” and increase friction, I guess it’ll help about control.
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When I draw the collisions, I always make it bigger than the “graphical” edge of the playfield, so the player can have a little more space to jump, but not enough to “step on thin air”.
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I can change the graphics to make it more clear.
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The game was built on a 1280x720px resolution, but I can work the cameras and UI to scale it up to a 1920x1080px (not everybody has a 1440p or 4K monitor); it can help a little, although each playfield block has a 1600x1600px resolution. Do you have any suggestion?
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I can reset the horizontal speed when using the spring and make it less strong for easier maneuver.
Does these ideas actually helps fixing the problems you’ve encountered? I plan to launch every bugfix (maybe except the 4th, since it needs more designing) on the v1.1 update.
My Discord is personal. Feel free to reach my other pages via private note https://www.deviantart.com/xptzart https://www.furaffinity.net/user/xptzstudios