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Maximum health and XP get their correct value after a turn or so, but not your *current* health if it's above 20... For example, I save at full health then I start again at 20(27).
Obviously, that can make loading your game a very dangerous affair! Anyway, glad it'll be fixed!

I'll keep a picture that illustrates the bug plus another one for posterity, the invisible chest... It appears correctly only on the map, and when you are close you only see its sparkles!
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Tempaura: Maximum health and XP get their correct value after a turn or so, but not your *current* health if it's above 20... For example, I save at full health then I start again at 20(27).
Obviously, that can make loading your game a very dangerous affair! Anyway, glad it'll be fixed!

I'll keep a picture that illustrates the bug plus another one for posterity, the invisible chest... It appears correctly only on the map, and when you are close you only see its sparkles!
Ah ok I see what you mean about your current health after you load. And yeah the items in the room you are in when you save can be invisible when you load. That's a bit of an old bug. I'll see if I can get all of this stuff fixed.
Thanks!
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JuraxGames: Hmm that's pretty odd. If you have your deadzones turned up and you're still spinning then that means the game thinks your thumbstick is pushed all the way over.
Just in case, go to the Change Controls menu again and click the Load Defaults button and then save. Then go back into the menu and change the controller deadzone values and see if that helps. If it doesn't then I may need to do something more concrete though I don't think it's possible for me to actually turn off a players controller.
I tried the Load Defaults option but the game camera is still spinning. Would it be possible if you could have Rogue-FP ignore the controller? I've played other games where there was an option in the game to just ignore the controller input. Then the player would just use keyboard and mouse to play. I think that should fix the spinning bug in Rogue-FP.
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JuraxGames: Hmm that's pretty odd. If you have your deadzones turned up and you're still spinning then that means the game thinks your thumbstick is pushed all the way over.
Just in case, go to the Change Controls menu again and click the Load Defaults button and then save. Then go back into the menu and change the controller deadzone values and see if that helps. If it doesn't then I may need to do something more concrete though I don't think it's possible for me to actually turn off a players controller.
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IronArcturus: I tried the Load Defaults option but the game camera is still spinning. Would it be possible if you could have Rogue-FP ignore the controller? I've played other games where there was an option in the game to just ignore the controller input. Then the player would just use keyboard and mouse to play. I think that should fix the spinning bug in Rogue-FP.
Alright, I will try to put in some kind of fix in the next update.
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JuraxGames: Alright, I will try to put in some kind of fix in the next update.
I've tried v3.3 and the spinning bug is gone! Thanks for fixing it! Also, thanks for adding the reticle resize option!

As for bugs, I've noticed an issue with throwable weapons. If the player fires multiple types of these weapons and then picks them up, the game will highlight every single acquired weapon in the inventory. This makes it look like the player has equipped multiple throwable weapons at once. I've attached a screenshot.

Also, for the next version of Rogue-FP, could you add a button for the player to wait on command? I think it would be useful to allow the player to advance time while standing still. The wait button could be "E," and the Inventory button could default to "Tab."
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Post edited February 10, 2025 by IronArcturus
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JuraxGames: Alright, I will try to put in some kind of fix in the next update.
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IronArcturus: I've tried v3.3 and the spinning bug is gone! Thanks for fixing it! Also, thanks for adding the reticle resize option!

As for bugs, I've noticed an issue with throwable weapons. If the player fires multiple types of these weapons and then picks them up, the game will highlight every single acquired weapon in the inventory. This makes it look like the player has equipped multiple throwable weapons at once. I've attached a screenshot.

Also, for the next version of Rogue-FP, could you add a button for the player to wait on command? I think it would be useful to allow the player to advance time while standing still. The wait button could be "E," and the Inventory button could default to "Tab."
Thanks for the bug report, and I'll see what I can do about a wait command but since a lot of monster movement depends on a bit of physics it might be a difficult to put monsters exactly where they should be if the game has calculate their new positions.
(3.3 - 3.3.1)
You cannot use the Inventory key ("E" by default) to change your name mid-game.
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Tempaura: (3.3 - 3.3.1)
You cannot use the Inventory key ("E" by default) to change your name mid-game.
Good catch. Thanks!
When loading my save, the game stops responding with a black screen, then the application quits with a message "The memory could not be read".
Should I try to start a new game, or keep the save file for bug testing?
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Tempaura: When loading my save, the game stops responding with a black screen, then the application quits with a message "The memory could not be read".
Should I try to start a new game, or keep the save file for bug testing?
If you still have the save file then send it to me at juraxgames@gmail.com and I'll see what the issue is. The save file should be in your user data folder which on windows is %APPDATA%\Godot\app_userdata\ROGUE-FP.
I'm going to put out an update today so the fix wont make it in time for the that so it will have to wait for version 3.4.1. Same with the bug you reported earlier. Sorry about that but it's relatively minor and so I put it on the back-burner and I ended up running out of time. I'll make sure it's fixed eventually.