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-what you were doing right before the bug happened
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Hi, I'll just report that the crash when quitting the game still happens for me on Version 3.1.

It saves the game before it happens so it's not a game breaker.
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powergod: Hi, I'll just report that the crash when quitting the game still happens for me on Version 3.1.

It saves the game before it happens so it's not a game breaker.
I was actually going to email you about that so thanks for letting me know!
As it turns out, the Godot engine is actually not good at putting out any debug information in release builds of games so It looks like logs won't help much. I'm not quite sure about what the issue could be exactly since it seems to be platform dependent but I'll clean up the code a bit in future updates and hopefully that will help.
Hi, I've noticed some bugs in the Windows version of Rogue-FP v3.1:

When the player dies, the end screen doesn't register how much gold was picked up. It always says: "Total Amount: 0." Run Stats has a typo that says: "Turns Amost Dead."

I've also noticed that there is a bug where the player just spins even if there is no input. Is this a deadzone issue? I only play the game with a keyboard and mouse.
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Post edited November 19, 2024 by IronArcturus
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IronArcturus: Hi, I've noticed some bugs in the Windows version of Rogue-FP v3.1:

When the player dies, the end screen doesn't register how much gold was picked up. It always says: "Total Amount: 0." Run Stats has a typo that says: "Turns Amost Dead."

I've also noticed that there is a bug where the player just spins even if there is no input. Is this a deadzone issue? I only play the game with a keyboard and mouse.
It seems to work alright on my end. If you don't have a whole lot of gold it can take a few seconds to fire up. You're sure it doesn't go up at all? If that's the case is the gold you got during your run still counted when when you go to your gold pile from the main menu?

I'm also not sure about the player spinning bug. The deadzones should have nothing to do with it since they aren't taken into consideration when the game gets inputs from mice. Do you have a controller plugged in? If you do it might be sending tiny inputs that the game is picking up.

I'll definitely fix that typo though, thanks for letting me know about it!
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JuraxGames: It seems to work alright on my end. If you don't have a whole lot of gold it can take a few seconds to fire up. You're sure it doesn't go up at all? If that's the case is the gold you got during your run still counted when when you go to your gold pile from the main menu?

I'm also not sure about the player spinning bug. The deadzones should have nothing to do with it since they aren't taken into consideration when the game gets inputs from mice. Do you have a controller plugged in? If you do it might be sending tiny inputs that the game is picking up.

I'll definitely fix that typo though, thanks for letting me know about it!
I played another game on v3.1, and when I got some gold it shows up at the bottom of the HUD. But when the player dies, the "Gold Pile" is still 0 for some reason.

For the spinning player issue, could you add a toggle to the Options screen to disable the controller? I think that should fix the problem. It looks like the spinning bug is caused by the game misinterpreting the right analog stick of the Xbox controller.
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IronArcturus: I played another game on v3.1, and when I got some gold it shows up at the bottom of the HUD. But when the player dies, the "Gold Pile" is still 0 for some reason.

For the spinning player issue, could you add a toggle to the Options screen to disable the controller? I think that should fix the problem. It looks like the spinning bug is caused by the game misinterpreting the right analog stick of the Xbox controller.
So do you have a controller plugged into your computer? If you do first try unplugging it or turning it off.

As for the gold, see if it shows up when you click the button highlighted in my attached picture.
If the gold does show up then something must be off with the death screen and I'll have to look into it but if no gold shows up then your firewall or something might be blocking the game from getting the data from gog's servers.
Check if you are able to view the Global high scores in the high score menu as well.
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JuraxGames: So do you have a controller plugged into your computer? If you do first try unplugging it or turning it off.

As for the gold, see if it shows up when you click the button highlighted in my attached picture.
If the gold does show up then something must be off with the death screen and I'll have to look into it but if no gold shows up then your firewall or something might be blocking the game from getting the data from gog's servers.
Check if you are able to view the Global high scores in the high score menu as well.
Rogue-FP is a really fun game to play, but with v3.1 I can't play it anymore since it keeps spinning the player. Would it be possible if you could add a toggle to disable the controller so the player doesn't have to keep unplugging it? Or could you add the right analog stick deadzones to the "Change Controls" options so the player can adjust the settings?

Also, I don't play singleplayer games online so I'm not connected to the internet when I play Rogue-FP. Could you set the game to have a "local" gold that doesn't require connecting to the internet?
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IronArcturus: Rogue-FP is a really fun game to play, but with v3.1 I can't play it anymore since it keeps spinning the player. Would it be possible if you could add a toggle to disable the controller so the player doesn't have to keep unplugging it? Or could you add the right analog stick deadzones to the "Change Controls" options so the player can adjust the settings?

Also, I don't play singleplayer games online so I'm not connected to the internet when I play Rogue-FP. Could you set the game to have a "local" gold that doesn't require connecting to the internet?
Ah I see. I'll add the deadzones in the next update. I was meaning too do that at some point but I'll bump it up on the list of things to do. Just so you know, the default deadzones on the right thumbstick are set to 5% so your thumbstick might be a decent bit off if it's sending inputs while you're not touching it. But I'll make sure to add an option to get around that in the next version.

When it comes to having a local gold file, I suppose I could. I initially went with doing it through steam and gog servers simply because it was convenient and I would have have the ability to show how much gold everyone has gotten together, though gog doesn't support that... at least yet anyway.

But anyway thanks for the feedback. I'll see what I can do.
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JuraxGames: Ah I see. I'll add the deadzones in the next update. I was meaning too do that at some point but I'll bump it up on the list of things to do. Just so you know, the default deadzones on the right thumbstick are set to 5% so your thumbstick might be a decent bit off if it's sending inputs while you're not touching it. But I'll make sure to add an option to get around that in the next version.

When it comes to having a local gold file, I suppose I could. I initially went with doing it through steam and gog servers simply because it was convenient and I would have have the ability to show how much gold everyone has gotten together, though gog doesn't support that... at least yet anyway.

But anyway thanks for the feedback. I'll see what I can do.
Thanks for looking into this!
I just tried Rogue-FP v3.2 and unfortunately the spinning bug is back again. I went to the Key Rebinder menu and changed the values of the controller in the game, but that didn't fix the problem. In the next version of Rogue-FP, could you add the ability to turn off the controller in the game? That should fix the spinning bug.
Hi, v3.2 seems to don't crash anymore when I quit !

Now I can see the gold collected offline after a game session.

The little graph on the pointer to show the distance of enemies is cool.

I liked also the added crypts.

Thanks !
Post edited January 04, 2025 by powergod
This is one neat little roguelike!

(3.2)
The run stats reset every time I load a game.
Also, is it normal that orcs always seem to be fleeing?

Edit: Loading a game is pretty messed up and can lower your current life to 20 (as if you were just entering the dungeon at level 1.) That's a shame because a run can be quite long...
Post edited January 12, 2025 by Tempaura
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IronArcturus: I just tried Rogue-FP v3.2 and unfortunately the spinning bug is back again. I went to the Key Rebinder menu and changed the values of the controller in the game, but that didn't fix the problem. In the next version of Rogue-FP, could you add the ability to turn off the controller in the game? That should fix the spinning bug.
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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powergod: Hi, v3.2 seems to don't crash anymore when I quit !

Now I can see the gold collected offline after a game session.

The little graph on the pointer to show the distance of enemies is cool.

I liked also the added crypts.

Thanks !
Glad you're liking it!


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Tempaura: This is one neat little roguelike!

(3.2)
The run stats reset every time I load a game.
Also, is it normal that orcs always seem to be fleeing?

Edit: Loading a game is pretty messed up and can lower your current life to 20 (as if you were just entering the dungeon at level 1.) That's a shame because a run can be quite long...
Thanks.
I'll take a look at the run stats and saves. Orcs have a GREEDY tag on them in the code so they actually run to the nearest gold pile and sit on it when they wake up.
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Tempaura: This is one neat little roguelike!

(3.2)
The run stats reset every time I load a game.
Also, is it normal that orcs always seem to be fleeing?

Edit: Loading a game is pretty messed up and can lower your current life to 20 (as if you were just entering the dungeon at level 1.) That's a shame because a run can be quite long...
So it looks like the stat bar doesn't update right when your save is loaded but you should still have all of your xp and hp. If you kill a monster or take damage you should see that your health or xp go to the proper value. Thanks for letting me know though, I'll make sure to fix it.
And it seems that run stats DO seem to be lost when loading a save so I'll fix that as well.