Next version should drop before christmas, hopefully fixing the jump for good (and adding one new enemy)


The sudden influx of people the last 3 days was as welcome to me as it was unexpected. A number of folks also had problems with the jump yet again, much to my dismay. So, after fiddling with the code again, I'm hoping that, this time, it's fixed for good.

In short, instead of trying to work with delta (a variable that keeps track of how many seconds elapsed since the last frame), I've created a new Timer node inside the Player. If you jump, the timer counts 0.27s, which comes very close to the "jump time" at 60fps, then stops, at which point you no longer go up. During that time, if you keep the key for jumping pressed, you go up. I won't remove the original code yet, as only "field testing" will show whether this is a success or not.

First, I tested the currently available version on my phone. Trying Stage 3 (there's a stage select on the Credits, btw), I noticed that, despite the framerate remaining high, once you reach the right end of the stage, the jumps get much shorter, to the point you can't complete the platforms towards the princess. So, yeah, when people complained it was inconsistent, they were spot on; that I had so much trouble finally replicating it is what really makes me want to punch Godot. Anyway, once I got the new code running, I did notice a framerate drop once enough enemies came on screen, but the jump remained stable and high, no inexplicable changes in height. I'm hoping that remains true to everyone! Side note - rework stage 3.

On the "oh god fucking damnit, NOW WHAT?" side, this new version only played the main menu music, all stages had zero music, only the sound effects. What the fucking fuck... Way less important than the jump not working, but I'd rather not fuck something that SHOULD BE WORKING IN THE FIRST PLACE BECAUSE I HAVEN'T TOUCHED IT - By the way, the immediate tests on PC play the music correctly. Fucking hell.

The shield-cow-maiden enemy still needs animation, though she'll be much easier than the orc or kobold as she won't have many different poses. I still have to draw the different pieces for the sex scene, then animate it, too. Oh, and there's the entire logic I'll have to copy-paste because I was a dummy and didn't make a proper "enemy" reusable super class/node, and the new parts to code manually. Shit's gonna remain spaghetti.

Get Help me, Brave Sir Knight!

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By the way, I was completely surprised because the influx came literally out of nowhere. Some 3 weeks after the last update release, movement was usually on the 15-25 views per day. Maybe itch's algorithm decided to boost me for no good reason? I mean, effectively all the visits that happened came from itch's domains

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peak of 8k views in december