Games

golden crayon

Założony przez Aidenn 213 wpisów ostatni wpis 3 dni temu Strona 1 z 11

#1

Hi all.
well, gc is back again now in nvgt and with even more features, such as more interactable features, and achievements, etc. the game has released earlyer, so if you would like to download it, go to gc.tunmi13.com
note, if you can not varafy your account, you can write in the thred, and an admin can varafy the account, there is currently some bugs with it and sometimes it doesnt work, but tunmi is working o getting it fixxed
enjoy!

#2 Edytowano

I couldn't verify my account and because PMS are locked behind a verification wall, I couldn't PM anyone. The other issue I faced is that every time I would launch the game, it would bring me a sounds update and ask me to download about 2 gb of sounds... Thanks to these issues, and lack of my interest in this genre, I deleted the game.
I submitted a ticket and waited a couple minutes as a measure, but didn't get any response.
Something else I couldn't find is the Telegram or Discord they talked about to get assistance as alternatives.
Edit, This doesn't mean the game is bad even if I didn't have luck with it. In fact, I liked the readme and the features, it is just I couldn't utilize them. Tunmi is one of my favorites, and I wish him luck. I might revisit this again once the dust settles.
Signed by Muhammad.

#3

I like the game, I'm glad Tunmi is fixing issues as quick as possible.
Alex Chapman (Alexoloopios)

#4 1 polubienie Edytowano

Why am I not surprised about the op.
Anyways, quite a disappointment from all the bugs I have. From freezing when walking through doors, to messed up reverb, the weird chatbot not working, or spawning getting messed up on mains... The list is long.
Seems like he relied more on claude than on himself and the prompts went lazy.
Before people yell at me, I think my concerns are valid enough from a beta member.
I didn't catch up on it for a month, that whole construction didn't look as messy as it did now. Yet, the announcements stated the opposite, making me think o hey, might be working even better by now.
McOi

#5 5 polubień

Well yeah. Just impresses me how people loose all their common sense of quallity when they start vibe coding for some weird reason. Like are you seriously telling me he never noticed? For example, try to go to your main (McOis main), then open settings (CTRL+S), and press save. How even. It puts some random source from a completely other part of the map until you move. How do you not notice the game is promting you for a sound update at each game start up. Now it promted me for an update, said it would update and restart, but cool, it restarted the old version, it just put the new game folder I apparently have to copy over myself? The 1st buffer item in a buffer is still pitched up, this is like a simple calculation bug Claude could've fixed in 5 seconds if he had bothered. Would you maybe be so kind and tell me how a 3d source differs from a, you know, normal source? And yes, I'm going to admit, I haven't read the ReadMe, I'm more a learning by doing person. I wonder if I should? I kinda don't wanna read some AI generated thing that's half out of date anyway, that's the impression I get by his recent statements where he lets Claude speak in his announcements. Like bro, idgaf what Claude has to say about your game, it's a very good and smart calculator. Ah, just noticed that muting a buffer isn't being saved across game restarts.

#6 3 polubienia

The fact you simply can't turn off all onoffs if you like, don't wanna get annoyed by all the uploaded sounds is ridiculous. I won't go around muting everyones onoffs manually. Ridiculous especially considering you have settings for every little other thing.

#7

Oh fuck the changelog sounds so Clauded it's not even funny.
This update changes one thing: the audio system. Nothing else has been touched, and that's deliberate. 1.0 went out and the bug reports came in, and a large share of them traced back to the sound engine the game had been rebuilt on during the release candidates. Rather than patch around it, I've moved the audio back onto the older engine the game used before, the one that ran for most of this project's life without these problems.
The big one is memory. Players were reporting the game slowly eating more and more RAM the longer they played, in one case climbing from about 3GB to nearly 6GB just from having Golden Crayon open. Here's what was happening. Every sound file in the game is stored compressed, and has to be unpacked into a much larger raw form before it can be played, roughly ten times its size on disk. To avoid doing that work over and over for sounds you hear constantly, like footsteps, the game kept each unpacked sound in memory after the first time it played. That part was intentional and is a normal thing to do. What wasn't intentional is that nothing ever cleared it out. There was a function written to free that memory, and it was never actually called from anywhere, not on leaving a map, not ever. So every distinct sound you heard for the entire time the game was open stayed unpacked in memory forever, and the number only ever went up. The longer you played and the more maps you visited, the worse it got. That's the 6GB.
The engine the audio has moved back to doesn't work that way. It releases a sound's unpacked audio on its own once nothing is using it anymore, so keeping something in memory has to be a deliberate choice rather than an accident. The one place the game does deliberately hold sounds, the preloading that keeps common sounds instant, has a hard limit and gets cleared every time you change maps. Long sounds now stream from disk instead of being unpacked into memory at all. If you were seeing the game's memory use climb, it should now stay level over a session.
While in there, I also fixed a small pop some sounds made when they started. A sound was being told to play before it had finished being prepared, so playback would begin a fraction of a second into the audio rather than at the very beginning. That missing sliver, and the abrupt jump into the middle of a waveform, is what you were hearing as a click. Sounds now finish preparing before they play. If you had turned on the preload setting to work around this, that setting still helps with map loading, but you no longer need it just to avoid the clicking.
A couple of things to be aware of. HRTF is now a single on or off switch again rather than a list of models to choose from; the new engine has one built-in implementation instead of loadable datasets, so the model list is gone but HRTF itself works exactly as before. If you had picked a specific model, it'll simply fall back to the standard one.
For map authors: the reverb and occlusion settings have gone back to the names and scales they used before the release candidates. Reverb spaces and zone reverbs use Dry, Wet, Room Size, Damp and Width again; occluded spaces use Cutoff Frequency and Resonance; acoustic materials use Cutoff Frequency and Order; and reflection settings use Reflection Cutoff. Your existing maps do not need editing, and maps written either way still load correctly, but the builder will show the older fields and save in the older format from now on. Three settings that only existed in the release candidate versions, Density, Decay HF Ratio, and the overall Gain on an occluded space, have no equivalent in this engine and have been removed rather than quietly reinterpreted as something else. If you tuned those specifically, those particular values are gone; everything else carries over. The presets and the test buttons all still work and have been converted along with everything else.
If your maps sound slightly different in places, that's expected and I'd genuinely like to hear about it, since the acoustics were rebuilt to match the old behaviour as closely as I could measure rather than by ear on every single map.

#8

Also, if you bother reading this. How the heck can I expect this game to be anyhow future proov if he can't even get like, basic programming right? Loading sounds into memorie and then never clearing them? Like are you kidding me or what?

#9

So yup, shows us that arab Workshop, eh, I mean World Workshop of curse, is still very much needed.

#10

That's also a smart move.

And I genuinely don't try to bash here, but bro? As has already been said above, you literally couldn't do anything while being unverified, and verification just didn't work.

Like, how about you familiarise yourself with the platform you're using to send emails?

Heil MXRoute. 400 registered Last Shot players, and from day one there has never been a single problem with emails not arriving or anything similar.
13Updates: so it just so happens I have the app associated with the service on my phone. at around 6PM, they put a block on my account due to exceeding the amount of emails allowed. Turns out I was using the regular part of their service and not the part designed for actual welcome / verification emails. I'm going to switch over to that section, then we should be good to go. Comments: 4 (edited), 06:45, unseen

#11

And, last but not least, we still haven't moved on from some of these giga generic sounds like the cam or falling sound. Like ok, that's just personal preference but like, I could never comfortably play a challenge map on this game because the sonar is like useless and the camera is super fast and not predictable. Like it starts moving, then hangs for a sec, then continues racing.......

#12

The fact I can't paste a normal sentence like Saving settings moves listener to incorrect audio source into the subject field because the text is to long makes me want to not even bother submitting feedback anymore. I prefer to you know, use proper gramatics.

#13

Agreeing with most of this, but why tf like 8 posts in a row?
McOi

#14

Ye sorry, I could've put some of them together looking back but can't change it now. Also now that I'm writing this, note I have the golden pass and am willing to aknowledge the work that has been put into this. But considering its been 3 years this feels like 3 months XD.

#15 2 polubienia

Usually I'd say consolidate your posts into one, but I think given how comprehensive each post is it's better this way.
And agree. Tunmi doesn't have a clue. He was doing fine with the python version, and could have probably done way more with Claude and Py VS NVGT, but alas.
I'm not sure why people were expecting a Tunmi product to be anything but horribly broken and buggy.
All that I survey, I could easily destroy. From time to time, it is important to remind these small creatures of the true extent of my power.

#16

ok... While being into sounds myself, the fact that the only change has been revolving around the audio system is just sad... Also I don't know how one could teach claud or even codex about the various audiogame engines including NVGT, and the codebase for it, bc it would probably fail very hard at some things. Like I get the fact that oh you can't only use AI because it'll be so bad you'll have to recall the program altogether but like.... Back before this they used there own code right? Also I reckon that SBYW didn't have this many issues?
signed, Mayowa Arogundade

#17 3 polubienia

This might be nostalgic but oh for the days when people actually felt energetic enough to write their own programs. Having been a programmer myself long ago, I still remember the thrill of getting something to work as I, or someone who had requested the program, wanted it to work.
Strange, Troubled Times...

#18

also find stupid that the game has so much bad optimization. I got the game to use five points gigabytes of RAM on my system while idle.

#19

To what extent was this reboot vibe coded?
Chesterton, G.K. "When men choose not to believe in God, they do not thereafter believe in nothing; they then become capable of believing in anything."

#20

he has fixxed the ram problem last night, in a client update