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TIGSource ForumsDeveloperPlaytestingGODHOOD - A Rhythm, Hack'n'Slash - Alpha v0.021
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Author Topic: GODHOOD - A Rhythm, Hack'n'Slash - Alpha v0.021  (Read 2675 times)
GekidoRising
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« on: March 28, 2016, 03:01:49 PM »

Short Version:
After a year of development, it's finally time to see if other people find this game fun or find out that I'm crazy! I want to find out if A) you can launch the game, (B) you think the game is fun and (C) you think the game is too hard.

Download is below, instructions and controls are in game!

Media:




(click for full view!)




The Game:
GODHOOD is a 2D Rhythm Hack'n'Slash where the player must attack to the rhythm of the music. Build up flow by keeping your rhythm and unleash devastating explosive attacks on the down beat to deal massive damage to multiple foes.

Devlog

System Requirements:
  • An OpenGL 3.2 compatible graphics card
  • The Visual Studio 2013 C++ Redistributable. Download here

Instructions and Controls:
All how to play stuff can be found in the game in the form of the (temporary) Instructions menu! The slightly modifiable controls are also available in game in the Controls menu.

There WAS controller support but I just tested it now and it appears to have died at some point. I'll look into fixing it later Sad

Quick alpha thing: there currently is no win condition, so it's essentially survival mode right now!

Download:
https://gekidorising.itch.io/godhood
http://www.indiedb.com/games/godhood

Description:
After a good year of development, I've decided that the game is finally ready to be publicly tested! From this alpha, I'm primarily wondering about these things:

1) This is going to sound a bit silly, but does the game launch!? GODHOOD, game engine AND graphics engine, are hand coded from scratch! I've had much better luck with this as of lately but I'm no Unity.
2) Is the game fun?
3) Is the game too hard? Were you able to understand the rhythm and follow it?
4) I am aware that the alpha still has loads of bugs in it, but feel free to let me know of any that you find!

Changelog:
V0.01 - March 31st 2016
  • Released!

V0.02 - May 5th, 2016
  • Added practice mode
  • Added a quick info prompt that shows up the first time the player starts a gameplay section
  • Added the ability to go back to main menu during a cutscene or gameplay
  • Added the ability to fast forward through cutscenes (hold F)
  • Instead of constantly having 6 ways active at all times, Avadra will start by keeping 1 way active and then increment that number every 30 seconds up to a maximum of 8 Ways
  • Decreased the amount of damage the ways do (you can take 3 consecutive hits now instead of 2)
  • Increased Riff's health regen
  • Fixed inputs sometimes getting completely eaten

V0.021 - May 6th, 2016
  • Fixed two cases where the game crashes on startup

Thanks!
As always, I'm thrilled to finally be doing this and I'm so excited to find out what other people think, no matter how harsh or crashy their experience was! Thank you so much!
« Last Edit: May 06, 2016, 05:36:29 PM by GekidoRising » Logged
io3 creations
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« Reply #1 on: March 29, 2016, 10:34:08 PM »

Would've really liked to try it, but ... "Godhood.exe is not a valid win32 application".
I had VC++ 2010 Redistributable installed but after installing VC++ 2013 Redistributable, still get the message ...     As my other computer decided to take a "rest", I'm on my backup with XP - which may be related to the issue.  Another possibility is that the file is corrupt.  Have you tried it?  I mean, not the one you compiled but the one you uploaded to dropbox.  If that's working for you then probably the issue is my end. Hmm ...
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GekidoRising
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« Reply #2 on: March 30, 2016, 06:35:56 AM »

Io3, I thank you so much for informing me of this because I actually had no idea this was a thing before hand but after a little research, it turns out that, by default, programs built in Visual Studio 2013 (and VS2012 for that matter) cannot actually run on Windows XP! I had no idea!

Fortunately, it looks like there is actually an option to compile programs specifically for Windows XP! I've updated the OP with a link specifically for Windows XP computers. A quick warning though, I don't really have an XP handy so I actually have no idea if it works or not Sad

I hope it makes a difference though! And thanks for at least trying!
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io3 creations
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« Reply #3 on: March 30, 2016, 07:54:29 AM »

At first I was happy when the previous issue didn't pop up, but looks like there's another issue:
WGL: A forward compatible OpenGL context requested but WGL_ARB_create_context is unavailable

Below is the computer info.  Any tips or suggestions? 
One thing might be that the laptop doesn't have a graphics card.  I haven't updated drivers for a long time.  Could that do the trick?


===================================================
GPU Caps Viewer v1.26.0.0
http://www.ozone3d.net/gpu_caps_viewer/
===================================================


===================================[ System / CPU ]
- CPU Name: Intel(R) Core(TM)2 Duo CPU     T5550  @ 1.83GHz
- CPU Core Speed: 1828 MHz
- CPU logical cores: 2
- Family: 6 - Model: 15 - Stepping: 13
- Physical Memory Size: 2038 MB
- Operating System: Windows XP 32-bit build 2600 [Service Pack 3]
- PhysX Version: drivers not installed


===================================[ Graphics Adapters / GPUs ]
- Current Display Mode: 1280x800 @ 60 Hz - 32 bpp
- Num GPUs: 2

- GPU 1
  - Name: Mobile Intel(R) 965 Express Chipset Family
  - GPU codename: GMA X3100
  - Device ID: 8086-2A02
  - Subdevice ID: 1179-FF50
  - Driver: 6.14.10.4906 (12-19-2007)
  - Bus Id: -1
  - Shader cores: 8
  - BIOS version: Intel Video BIOS
  - Memory size: 128MB
  - Memory type:
  - Memory bus width: 0-bit

- GPU 2
  - Name: Mobile Intel(R) 965 Express Chipset Family
  - GPU codename: GMA X3100
  - Device ID: 8086-2A03
  - Subdevice ID: 1179-FF50
  - Driver: 6.14.10.4906 (12-19-2007)
  - Bus Id: -1
  - Shader cores: 8
  - BIOS version: Intel Video BIOS
  - Memory size: 128MB
  - Memory type:
  - Memory bus width: 0-bit


===================================[ OpenGL GPU Capabilities ]
- OpenGL vendor: Intel
- OpenGL renderer: Intel 965/963 Graphics Media Accelerator
- OpenGL Version: 1.5.0 - Build 7.14.10.4906
- GLSL (OpenGL Shading Language) Version: n.a.
- ARB Texture Units: 8
- Vertex Shader Texture Units: 0
- Pixel Shader Texture Units: 16
- Geometry Shader Texture Units: 0
- Max Texture Size: 2048x2048
- Max Anisotropic Filtering Value: X2.0
- Max Point Sprite Size: 1.0
- Max Dynamic Lights: 16
- Max Viewport Size: 2048x2048
- Max Vertex Uniform Components: 0
- Max Fragment Uniform Components: 0
- Max Geometry Uniform Components: 0
- Max Varying Float: 0
- Max Vertex Bindable Uniforms: 0
- Max Fragment Bindable Uniforms: 0
- Max Geometry Bindable Uniforms: 0
- Frame Buffer Objects (FBO) Support:[no]
- Multiple Render Targets / Max draw buffers: 0
- Pixel Buffer Objects (PBO) Support:[no]
- S3TC Texture Compression Support:[yes]
- ATI 3Dc Texture Compression Support:[no]
- Texture Rectangle Support:[yes]
- Floating Point Textures Support:[no]
- OpenGL Extensions: 58 extensions (GL=51 and WGL=7)
    <li>GL_ARB_depth_texture (OpenGL 1.4)</li>
    <li>GL_ARB_fragment_program (OpenGL 1.3)</li>
    <li>GL_ARB_multitexture (OpenGL 1.3)</li>
    <li>GL_ARB_occlusion_query (OpenGL 1.5)</li>
    <li>GL_ARB_point_parameters (OpenGL 1.4)</li>
    <li>GL_ARB_shadow (OpenGL 1.4)</li>
    <li>GL_ARB_texture_border_clamp (OpenGL 1.3)</li>
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    <li>GL_ARB_window_pos (OpenGL 1.4)</li>
    <li>GL_EXT_abgr</li>
    <li>GL_EXT_bgra (OpenGL 1.2)</li>
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    <li>GL_EXT_blend_func_separate (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)</li>
    <li>GL_EXT_blend_minmax (Requires OpenGL 1.2)</li>
    <li>GL_EXT_blend_subtract (Requires OpenGL 1.2)</li>
    <li>GL_EXT_clip_volume_hint</li>
    <li>GL_EXT_compiled_vertex_array (Requires OpenGL 1.1)</li>
    <li>GL_EXT_draw_range_elements (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)</li>
    <li>GL_EXT_fog_coord (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)</li>
    <li>GL_EXT_multi_draw_arrays (OpenGL 1.2 / Core Feature of OpenGL 1.4)</li>
    <li>GL_EXT_packed_pixels (Requires OpenGL 1.2)</li>
    <li>GL_EXT_rescale_normal (Requires OpenGL 1.2)</li>
    <li>GL_EXT_secondary_color (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)</li>
    <li>GL_EXT_separate_specular_color (Requires OpenGL 1.2)</li>
    <li>GL_EXT_shadow_funcs (Requires OpenGL 1.3 / Core Feature of OpenGL 1.5)</li>
    <li>GL_EXT_stencil_two_side</li>
    <li>GL_ARB_texture_rectangle (OpenGL 3.1)</li>
    <li>GL_EXT_texture_rectangle (Requires OpenGL 1.3)</li>
    <li>GL_EXT_stencil_wrap (Requires OpenGL 1.4)</li>
    <li>GL_EXT_texture_compression_s3tc (Requires OpenGL 1.2.1)</li>
    <li>GL_EXT_texture_env_add</li>
    <li>GL_EXT_texture_env_combine</li>
    <li>GL_EXT_texture_lod_bias (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)</li>
    <li>GL_EXT_texture_filter_anisotropic (Requires OpenGL 1.2)</li>
    <li>GL_EXT_texture3D (Requires OpenGL 1.2)</li>
    <li>GL_3DFX_texture_compression_FXT1</li>
    <li>GL_IBM_texture_mirrored_repeat</li>
    <li>GL_NV_blend_square (Requires OpenGL 1.2.1 / Core Feature of OpenGL 1.4)</li>
    <li>GL_NV_texgen_reflection (Requires OpenGL 1.3)</li>
    <li>GL_SGIS_generate_mipmap (Requires OpenGL 1.4)</li>
    <li>GL_SGIS_texture_edge_clamp (Requires OpenGL 1.2)</li>
    <li>GL_SGIS_texture_lod (Requires OpenGL 1.2)</li>
    <li>GL_WIN_swap_hint</li>
    <li>WGL_ARB_buffer_region</li>
    <li>WGL_ARB_extensions_string</li>
    <li>WGL_ARB_make_current_read</li>
    <li>WGL_ARB_pixel_format</li>
    <li>WGL_ARB_pbuffer</li>
    <li>WGL_EXT_extensions_string</li>
    <li>WGL_EXT_swap_control (Requires OpenGL 1.2)</li>
- OpenGL Extensions: 58 extensions (GL=51 and WGL=7)
    <li>GL_ARB_depth_texture</li>
    <li>GL_ARB_fragment_program</li>
    <li>GL_ARB_multitexture</li>
    <li>GL_ARB_occlusion_query</li>
    <li>GL_ARB_point_parameters</li>
    <li>GL_ARB_shadow</li>
    <li>GL_ARB_texture_border_clamp</li>
    <li>GL_ARB_texture_compression</li>
    <li>GL_ARB_texture_cube_map</li>
    <li>GL_ARB_texture_env_add</li>
    <li>GL_ARB_texture_env_combine</li>
    <li>GL_ARB_texture_env_dot3</li>
    <li>GL_ARB_texture_env_crossbar</li>
    <li>GL_ARB_transpose_matrix</li>
    <li>GL_ARB_vertex_buffer_object</li>
    <li>GL_ARB_vertex_program</li>
    <li>GL_ARB_window_pos</li>
    <li>GL_EXT_abgr</li>
    <li>GL_EXT_bgra</li>
    <li>GL_EXT_blend_color</li>
    <li>GL_EXT_blend_func_separate</li>
    <li>GL_EXT_blend_minmax</li>
    <li>GL_EXT_blend_subtract</li>
    <li>GL_EXT_clip_volume_hint</li>
    <li>GL_EXT_compiled_vertex_array</li>
    <li>GL_EXT_draw_range_elements</li>
    <li>GL_EXT_fog_coord</li>
    <li>GL_EXT_multi_draw_arrays</li>
    <li>GL_EXT_packed_pixels</li>
    <li>GL_EXT_rescale_normal</li>
    <li>GL_EXT_secondary_color</li>
    <li>GL_EXT_separate_specular_color</li>
    <li>GL_EXT_shadow_funcs</li>
    <li>GL_EXT_stencil_two_side</li>
    <li>GL_ARB_texture_rectangle</li>
    <li>GL_EXT_texture_rectangle</li>
    <li>GL_EXT_stencil_wrap</li>
    <li>GL_EXT_texture_compression_s3tc</li>
    <li>GL_EXT_texture_env_add</li>
    <li>GL_EXT_texture_env_combine</li>
    <li>GL_EXT_texture_lod_bias</li>
    <li>GL_EXT_texture_filter_anisotropic</li>
    <li>GL_EXT_texture3D</li>
    <li>GL_3DFX_texture_compression_FXT1</li>
    <li>GL_IBM_texture_mirrored_repeat</li>
    <li>GL_NV_blend_square</li>
    <li>GL_NV_texgen_reflection</li>
    <li>GL_SGIS_generate_mipmap</li>
    <li>GL_SGIS_texture_edge_clamp</li>
    <li>GL_SGIS_texture_lod</li>
    <li>GL_WIN_swap_hint</li>
    <li>WGL_ARB_buffer_region</li>
    <li>WGL_ARB_extensions_string</li>
    <li>WGL_ARB_make_current_read</li>
    <li>WGL_ARB_pixel_format</li>
    <li>WGL_ARB_pbuffer</li>
    <li>WGL_EXT_extensions_string</li>
    <li>WGL_EXT_swap_control</li>
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    <li>GL_MAX_LIST_NESTING: 64</li>
    <li>GL_MAX_EVAL_ORDER: 32</li>
    <li>GL_MAX_LIGHTS: 16</li>
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    <li>GL_MAX_MODELVIEW_STACK_DEPTH: 32</li>
    <li>GL_MAX_NAME_STACK_DEPTH: 128</li>
    <li>GL_MAX_PROJECTION_STACK_DEPTH: 4</li>
    <li>GL_MAX_TEXTURE_STACK_DEPTH: 10</li>
    <li>GL_MAX_VIEWPORT_DIMS: 2048</li>
    <li>GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: 16</li>
    <li>GL_MAX_3D_TEXTURE_SIZE: 128</li>
    <li>GL_MAX_ELEMENTS_VERTICES: 1024</li>
    <li>GL_MAX_ELEMENTS_INDICES: 1024</li>
    <li>GL_MAX_TEXTURE_UNITS: 8</li>
    <li>GL_MAX_CUBE_MAP_TEXTURE_SIZE: 1024</li>
    <li>GL_MAX_TEXTURE_LOD_BIAS: 15</li>
    <li>GL_MAX_DRAW_BUFFERS: 0</li>
    <li>GL_MAX_VERTEX_ATTRIBS: 16</li>
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    <li>GL_MAX_TEXTURE_IMAGE_UNITS: 16</li>
    <li>GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 0</li>
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    <li>GL_MIN_PROGRAM_TEXEL_OFFSET: 0</li>
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    <li>GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS: 0</li>
    <li>GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS: 0</li>
    <li>GL_MAX_GEOMETRY_ATOMIC_COUNTERS: 0</li>
    <li>GL_MAX_FRAGMENT_ATOMIC_COUNTERS: 0</li>
    <li>GL_MAX_COMBINED_ATOMIC_COUNTERS: 0</li>
    <li>GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE: 0</li>
    <li>GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: 0</li>
    <li>GL_MAX_IMAGE_UNITS: 0</li>
    <li>GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS: 0</li>
    <li>GL_MAX_IMAGE_SAMPLES: 0</li>
    <li>GL_MAX_VERTEX_IMAGE_UNIFORMS: 0</li>
    <li>GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS: 0</li>
    <li>GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS: 0</li>
    <li>GL_MAX_GEOMETRY_IMAGE_UNIFORMS: 0</li>
    <li>GL_MAX_FRAGMENT_IMAGE_UNIFORMS: 0</li>
    <li>GL_MAX_COMBINED_IMAGE_UNIFORMS: 0</li>
    <li>GL_MIN_MAP_BUFFER_ALIGNMENT: 0</li>
    <li>GL_UNPACK_COMPRESSED_BLOCK_WIDTH: 0</li>
    <li>GL_UNPACK_COMPRESSED_BLOCK_HEIGHT: 0</li>
    <li>GL_UNPACK_COMPRESSED_BLOCK_DEPTH: 0</li>
    <li>GL_UNPACK_COMPRESSED_BLOCK_SIZE: 0</li>
    <li>GL_PACK_COMPRESSED_BLOCK_WIDTH: 0</li>
    <li>GL_PACK_COMPRESSED_BLOCK_HEIGHT: 0</li>
    <li>GL_PACK_COMPRESSED_BLOCK_DEPTH: 0</li>
    <li>GL_PACK_COMPRESSED_BLOCK_SIZE: 0</li>
    <li>GL_MAX_COMPUTE_UNIFORM_BLOCKS: 0</li>
    <li>GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: 0</li>
    <li>GL_MAX_COMPUTE_IMAGE_UNIFORMS: 0</li>
    <li>GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: 0</li>
    <li>GL_MAX_COMPUTE_UNIFORM_COMPONENTS: 0</li>
    <li>GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS: 0</li>
    <li>GL_MAX_COMPUTE_ATOMIC_COUNTERS: 0</li>
    <li>GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS: 0</li>
    <li>GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS: 0</li>
    <li>GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: 0</li>
    <li>GL_MAX_VERTEX_ATTRIB_BINDINGS: 0</li>
    <li>GL_MAX_UNIFORM_LOCATIONS: 0</li>
    <li>GL_MAX_FRAMEBUFFER_WIDTH: 0</li>
    <li>GL_MAX_FRAMEBUFFER_HEIGHT: 0</li>
    <li>GL_MAX_FRAMEBUFFER_LAYERS: 0</li>
    <li>GL_MAX_FRAMEBUFFER_SAMPLES: 0</li>
    <li>GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB: 0</li>
    <li>GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB: 0</li>
    <li>GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB: 0</li>
    <li>GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB: 0</li>
    <li>GL_MAX_SPARSE_TEXTURE_SIZE_ARB: 0</li>
    <li>GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB: 0</li>
    <li>GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB: 0</li>
    <li>GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB: 0</li>
    <li>GL_MAX_CULL_DISTANCES: 0</li>
    <li>GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES: 0</li>
- OpenGL extension capabilities: 14 caps listed
    <li>GL_MAX_RECTANGLE_TEXTURE_SIZE: 2048 (GL_ARB_texture_rectangle)</li>
    <li>GL_MAX_TEXTURE_UNITS_ARB: 8 (GL_ARB_multitexture)</li>
    <li>GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: 0 (GL_ARB_multitexture)</li>
    <li>GL_MAX_TEXTURE_IMAGE_UNITS_ARB: 16 (GL_ARB_multitexture)</li>
    <li>GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: 1024 (GL_ARB_texture_cube_map)</li>
    <li>GL_NUM_COMPRESSED_TEXTURE_FORMATS: 6 (GL_ARB_texture_compression)</li>
    <li>GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2.000000 (GL_EXT_texture_filter_anisotropic)</li>
    <li>GL_MAX_VERTEX_ATTRIBS_ARB: 16 (GL_ARB_vertex_program)</li>
    <li>GL_MAX_PROGRAM_MATRICES_ARB: 8 (GL_ARB_vertex_program)</li>
    <li>GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: 2 (GL_ARB_vertex_program)</li>
    <li>GL_MAX_TEXTURE_COORDS_ARB: 8 (GL_ARB_fragment_program)</li>
    <li>GL_POINT_SIZE_MIN_ARB: 0.000000 (GL_ARB_point_parameters)</li>
    <li>GL_POINT_SIZE_MAX_ARB: 255.000000 (GL_ARB_point_parameters)</li>

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GekidoRising
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« Reply #4 on: March 30, 2016, 09:10:00 AM »

What a wonderfully detailed crash dump!

Unfortunately, according to wikipedia, your GPU only supports up to OpenGL 1.5 which is not something that drivers can fix. In other words, no worries, you haven't done anything wrong! It just seems that my game requires somewhat more recent architecture!

I suppose I should just do my due diligence and find out what the actual minimum graphics card is! Probably for the better to have actually understandable minimum specs haha.

Thanks anyway!
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io3 creations
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« Reply #5 on: March 30, 2016, 09:35:48 AM »

You're welcome.  Wish I could play it. As I mentioned in the devlog thread, I really liked Patapon's rythm action combat mechanic and your game seems similarly fun. Smiley

By "more recent" you mean less than 8 years old.  Grin   Haven't used it much as it was used for some general things and was more of a backup.  Plus, it isn't really a gaming computer.  Interestingly, and fortunately it can actually run Unity and can run decent 3d gfx so I can continue my learning with it.  Though I could only install 5.2.4 and anything after that requires newer than XP o/s.  This'll do for now but I do plan to upgrade "soon" and am looking forward to playing your game.   Smiley

Have you uploaded the game other websites (indieDB, itch.io, etc) for feedback?
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« Reply #6 on: March 30, 2016, 09:42:21 AM »

Thanks for the support! It's not surprising that some of the bigger engines are supported on older systems. I've heard stories of Blizzard games running on practically ancient computers! Again, I just made my game with the tools I knew how to use which unfortunately limits things to newer systems. Since it's OpenGL though, at least it'll be portable to Mac and Linux eventually!

In all truth, I actually haven't posted my game anywhere else, other than advertising this page here on social media! It's good that you remind me now though as I was actually trying to come up with something to work on now that I'm focusing on my market-y sorts of things and I was actually meaning to post the game there eventually! I just hope it doesn't seem brash to barge into these sites without having left any feedback on others works since I know there are certain places that are sort of stingy about overt self-advertisement.

Guess I better get started at least!
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io3 creations
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« Reply #7 on: March 30, 2016, 11:31:34 AM »

Yeah! Machine compatibility is always going to be an issue.  I've been using mostly Flash and wanted to start using something that
1) could be used to create games for many systems
2) is well supported as time goes on

Talking about "old", there seem to be some older games on Steam and I wonder if those need to be updated to newer feature/standards or how long will they remain playable.

I'm also about to check out those other sites so my experience is only based on what I saw.  Quite a few developers post or mention links to their sites here and based on the extra attention seems like it's worth it. Itch.io seems like a place where you mainly upload the game (demo or sell full game) and people can leave comments.  While some developers post updates/notes, most game pages were about the game itself.  IndieDB seems similar to this website: you can post devlogs, upload demo, etc and interact with people interested in your game.   Only read that reddit has a strict "self promotion" policy and will have to look into the other sites' policies but my guess is that those won't be as strict as those are focused mainly on games.
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FlanPlan
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« Reply #8 on: March 30, 2016, 01:56:37 PM »

This looks really cool! Smiley

I'm curious as to if the name may have been influenced by Godhand?
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« Reply #9 on: March 31, 2016, 04:50:23 AM »

Thanks Flan! In all truth, the game's name more or less was derived from the story itself (in the end, I was choosing between GODHOOD and GOD COMPLEX and I choose the former) though I have to admit, Godhand came up quite a bit when I was trying to come up with a name for the power arm thingies the main character gets because obviously I haven't come up with a name for them yet! Godhand does sound like an extremely cool name them but I don't want to steal their game title.
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« Reply #10 on: April 06, 2016, 12:24:09 PM »

It's working on my machine (Win10, R9-290X)! First of all, GREAT SONG! It's literally stuck in my head and made me want to play more.

I think I'm doing something wrong though (maybe I'm just rhythmically challenged) because I can't survive for longer than 10 seconds (unless I'm non stop dodging). My attacks don't seem to be hitting the bars or I'm having issues timing them. I did feel like I improved in my 10-15 minute session, but never felt like I was really getting it. I tried playing around with the audio calibration, but it was returning different values every time. If I click with my mouse it was stopping around 50. With keyboard, I got anywhere from 100 to 170. It might be my crappy Apple keyboard Hand Any Key
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« Reply #11 on: April 07, 2016, 09:55:05 AM »

Wonderful! It's so nice to hear that people love the song! If you want to check out more work by the original composer, you can check out his stuff here!

As for your difficulties with the game, I have heard about what you're experiencing before. Unfortunately, it could be a host of things. One of my friends who tried the game out said that they did the audio lag compensation test, and when they got in game, the bars didn't actually line up properly with the marker. There is also a chance that you could be experiencing visual lag for which I haven't actually added tech to compensate. I'll have to experiment with other computers.

Unfortunately, the third option is, to put it quite bluntly, that the game actually is quite difficult if you are unfamiliar with the rhythm. When my roommate was trying the game out, he never really caught onto the rhythm that well and ended up just mashing most of the time instead. If this is the case, the most important tip I could give you is basically: Don't stare at the rhythm bar. Try your absolute best to just listen to the music and tap to the beat. It's sort of a similar experience I had when I was first learning how to play DDR! The game was much harder when I hovered my foot over the button and then SLAMMED it down the moment I saw the arrow sync with the marker. I had a much easier time after when I just tried to listen to the beat instead!

In terms of practicing it though, one of the planned features I have down the road is a practice mode, where you can just learn the rhythm timings of the song without worrying about getting slapped! I haven't had the time to get around to it unfortunately.

As for the audio lag changing every time you did the test, there are two things with that. Firstly, since the input is per frame, it's somewhat difficult to get EXACTLY the right amount of milliseconds because each frame is 16-17 milliseconds long, so the game might think you're a few milliseconds off even if you pressed it at exactly the right time.

As for switching back and forth between the mouse and keyboard, I would recommend doing the test with the keyboard. I find I had the most accurate readings whenever I did the test with the Enter key!

Finally, thanks a lot for testing the game out! It's good to see it working on other people's systems!
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Shephf
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« Reply #12 on: April 07, 2016, 10:53:36 AM »

Hi,

I've played your game, it's quite unusual and interesting, here's some detailed feedback.

1. I'm experiencing constant shader warnings in the background, see this:


the message says: "Unknown uniform pixelWidth in program horizontalBlurProg"

Here're my specs:

Renderer: Intel(R) HD Graphics 4600
Vendor: Intel
Memory: 2112 MB
Version: 4.2.0 - Build 10.18.10.3621
Shading language version: 4.20 - Build 10.18.10.3621


Max texture size: 16384 x 16384
Max vertex texture image units: 32
Max texture image units: 32
Max geometry texture units: 32
Max anisotropic filtering value: 16
Max viewport size: 16384 x 16384
Max Clip Distances: 8
Max samples: 8

Core features
v3.0 (100 % - 23/23)
v3.1 (100 % - 8/8)
v3.2 (100 % - 10/10)
v3.3 (100 % - 10/10)
v4.0 (100 % - 14/14)
v4.1 (100 % - 7/7)
v4.2 (100 % - 13/13)
v4.3 (56 % - 13/23)
v4.4 (10 % - 1/10)
v4.5 (0 % - 0/11)
vARB 2015 (0 % - 0/13)

OpenGL driver version check (Current: 4.2.0 - Build 10.18.10.3621, Latest known: 10.18.10.3621):
Latest version of display drivers found
According the database, you are running the latest display drivers for your video card.

2. The cutscene, IMO it's better to let the user decide when to move to the next piece of text, i.e. by pressing enter, space, MB
BTW, by the end of the cutscene I found out that Avadra is "she" and was a bit surprised, I thought that Avadra is "he" Smiley
It's good that the game has a story, I mostly play games because of the story, even action games.

3. The gameplay. Last time I died so many times was when I played hotline miami 2 Smiley But then I got used to it a bit, I even managed to last enough to land 3-4 explosion attacks. Especially I like the thing that when you follow that mini-beat (I don't know how you call it, the synth beat ?) you deliver more damage. So my attacks were like na (pause) na na na, na (pause) na na na Smiley

4. The dodge button - I didn't use it, I tried but I didn't quite catch the mechanic behind it, how exactly do I dodge ?

5. If I understand correctly there's only half of level done, right ? So, can I actually beat those guys ? I mean, I keep killing them, then I die and so on... Or do I have to kill some specific amount of those guys without dying to pass further ?

6. Overall, I still die a lot, I last about 40 secs, not more. Am I doing something terribly wrong ? How long do you last ? Smiley

7. Also, I find it hard to land explosion attacks without looking at the bar below. I would like to land explosion attacks by just listening to the music and hitting "C" at the right time, but I just can't... but m.b. it's my problem...

8. And yes, I liked the music, cool Smiley

Overall, I think you're doing a good game, but there's definitely a lot of work for you to do, so good luck! btw, how often do you release ? Are there any major updates planned in the near future ?

Thanks.

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« Reply #13 on: April 07, 2016, 11:16:32 AM »

It doesn't work for me. Windows 10, Intel HD Graphics 3000.
The error window does say: "WGL: OpenGL profile requested but WGL_ARB_create_context_profile is unavaliable"
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GekidoRising
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« Reply #14 on: April 07, 2016, 04:54:27 PM »

Quote
It doesn't work for me. Windows 10, Intel HD Graphics 3000.
The error window does say: "WGL: OpenGL profile requested but WGL_ARB_create_context_profile is unavaliable"

I just looked up your card and I have to say this is rather dismaying. Intel HD Graphics highest supported version of OpenGL is version 3.1, literally one version below the lowest version I can go! This is actually especially worrying because after checking out the Steam Hardware Survey, it looks like this is pretty common card...

I think what this is building up to is that eventually, I'm going to need to make a DirectX version of my graphics engine. Unfortunately, this would take way too long for me to do right now so I'm afraid there isn't much I can do to help you right now. Sorry Sad



Shephf, thanks a lot for the detailed reply! Allow me to go over your points!

Quote
1. I'm experiencing constant shader warnings in the background, see this:

Oh man, I hope you didn't have to deal with these throughout the entire play session! That must have been awful frustrating and it probably means that I should add an option to straight up disable the console.

As to what that actual shader error is, I can see a few other shaders variables throwing errors in your screenshot, including pixelHeight. I gotta admit, this is actually pretty strange and I'm not sure what would be causing it, BUT, there is one way to check!

In the Release folder containing the exe, there should be an error.txt file! Right now, due to a bug I never bothered fixing, there should be one line that says "ERROR: Unknown key '<b>ESC</b>'" but if the shaders didn't compile properly, then there might be more information about it in that file. If you see the file there, would you mind posting or PMing the contents?

Quote
2. The cutscene, IMO it's better to let the user decide when to move to the next piece of text

Haha, I'm flattered that you watched the entire cutscene and admittedly slightly embarrassed. As you may have noticed, I'm pretty iffy about it's current state. For letting the user move onto the next piece of text though, that is a good idea and it's actually something I have planned! The reason it's not in right now is because I basically designed the cutscene around the idea of it having voice acting, so what you're actually seeing there are the subtitles for the voice acting that doesn't exist haha.

Quote
3. The gameplay. Last time I died so many times was when I played hotline miami 2

It's cool that you were able to pick up on the rhythm as the game was pretty heavily designed around that! Being able to chain off four explosive attacks is actually much better than I've seen a lot of other people play this game! If you play as long as I've been playing this, then you'll basically get to a point where you'll never die hahaha

Quote
4. The dodge button - I didn't use it, I tried but I didn't quite catch the mechanic behind it, how exactly do I dodge ?

That's actually fascinating that you managed to play without using the dodge at all! I find it absolutely necessary as a means of getting around, especially because it gives you a means of passing through the Ways. On top of that, you're actually invincible for the first few frames so if you time it perfectly (on the beat) you can actually completely go through an attack! It kind of leaves me wondering if the dodge somehow broke for you actually because if you press the dodge key, you should just perform a dodge no matter what.

Quote
5. If I understand correctly there's only half of level done, right ? So, can I actually beat those guys ? I mean, I keep killing them, then I die and so on... Or do I have to kill some specific amount of those guys without dying to pass further ?

It's, uh, literally endless ._.

Truth is, when I say only the first half of the level, I mean it! There is literally NOTHING done after that point so because of that, it just goes on forever haha

Quote
6. Overall, I still die a lot, I last about 40 secs, not more. Am I doing something terribly wrong ? How long do you last ?

40 seconds is a pretty decent amount of time! Again, if you've been playing for months and months like I have, you'll soon have the song perfectly memorized and be able to survive forever basically haha.

Quote
7. Also, I find it hard to land explosion attacks without looking at the bar below. I would like to land explosion attacks by just listening to the music and hitting "C" at the right time, but I just can't... but m.b. it's my problem...

Explosive notes happen every 4 measures, or every 16 beats (on the top bar). If you listen closely, you can hear a large, trumpeting BWAAAH like noise. These notes are when you can do an explosive attack!

Quote
8. And yes, I liked the music, cool

Cool! Once again, Craig will be pleased!

Quote
Overall, I think you're doing a good game, but there's definitely a lot of work for you to do, so good luck! btw, how often do you release ? Are there any major updates planned in the near future ?

Oh I have tons planned for the game, but unfortunately, before I can get to any of that, I need to have a successful kickstarter campaign first! I'm planning for it to happen very soon actually, hopefully in a little over a week from now if everything works out! Until then though, I've got a lot of marketing that I need to do lol.

Also, as for how often I release updates for this alpha, I can't say I've released any at all because this is literally the only version I've made so far! I haven't had time to fix any of the bugs I've run into ._.

Anyway, thanks, both of you, for trying out the game!
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« Reply #15 on: April 07, 2016, 09:12:51 PM »

Hi,

Here's my errorLog.txt:

ERROR: Emitter with name '<b>error.cem</b>' already exists! Skipping creation.
DepthOfField.fsh compile log:
ERROR: 0:48: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:48: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:48: 'r' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:49: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:49: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:49: 'g' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:50: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:50: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:50: 'b' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:68: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:68: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:68: 'x' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:83: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:83: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:83: 'rgb' :  field selection requires structure, vector, or matrix on left hand side
ERROR: 0:83: '=' :  cannot convert from 'const float' to '3-component vector of float'
ERROR: 0:90: 'ringsamples' : undeclared identifier



HorizontalBlurTex.fsh compile log:
ERROR: 0:15: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:15: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:16: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:16: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:17: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:17: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:18: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:18: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:19: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:19: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:20: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:20: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:21: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:21: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:22: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:22: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:23: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:23: 'texture2D' : no matching overloaded function found (using implicit conversion)



VerticalBlurTex.fsh compile log:
ERROR: 0:15: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:15: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:16: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:16: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:17: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:17: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:18: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:18: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:19: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:19: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:20: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:20: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:21: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:21: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:22: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:22: 'texture2D' : no matching overloaded function found (using implicit conversion)
ERROR: 0:23: 'texture2D' : function is removed in Forward Compatibile context
ERROR: 0:23: 'texture2D' : no matching overloaded function found (using implicit conversion)
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Shephf
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« Reply #16 on: April 07, 2016, 09:19:30 PM »

So the problem is probably that you're using 'texture2D' function, not just 'texture'. 'texture2D' is deprecated, replacing it with 'texture' should do the job Smiley
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Shephf
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« Reply #17 on: April 07, 2016, 11:09:43 PM »

Oh, and one more thing, the game currently uses 100% of CPU, I guess that's because there's no FPS limitation, i.e. the game renders as much frames as it can per second. I would suggest using WGL_EXT_swap_control extension or limit the FPS yourself by sleeping when the number of frames per second is >60.

Thanks.
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GekidoRising
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« Reply #18 on: April 08, 2016, 04:20:33 AM »

Oh hey, that's interesting! I actually ran into that error a long time ago on someone else's computer and I thought I went through and fixed all those. I guess I missed a few!

Also, frame limiting is a great idea! I actually have a system implemented for that but I left it off and I guess I never actually thought of adding an option. I'll be sure to add that to the list!

Thanks!
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« Reply #19 on: April 08, 2016, 05:58:05 AM »

A practice mode that would tell you if you are on beat or not would help. I just played it again and was able to do one explosion! Just attacking on the beat with no one around maybe results in 1 attack in 20 tries. I did notice that if I pressed my keys a little harder, it would register more often. Might be a keyboard issue.
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