/home/mistere/bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:
...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: bad argument #5 to 'register_item_raw' (table expected, got string)
stack traceback:
[C]: in function 'register_item_raw'
...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: in function 'register_item'
...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:210: in function 'register_node'
.../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:792: in function 'register_fencegate'
.../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:804: in main chunk
Check debug.txt for details.
I got very hooked on the story and setting, so I doggedly forced my way through the whole game, hacking it to splinters where necessary. Are you interested in some help fixing it up post-jam? It would be really great to see this game polished and working.
Yeah, as the release names state "this is a mess".
I've fixed basically all of these problems and am waiting to upload a fixed version after the jam. It's a shame I couldn't quite finish the game by the Jam deadline, but I figured I might as well submit what I had anyway and get feedback.
Most of the problems orginate from the fact I started developing the game on the wrong version of mintest. The game works very well in 5.1. That really messed me up (:
Some notes:
Host/Server mode will be disabled. There's no way this will work with multiple players.
Re-initializing mod storage was a last-minute patch for a werid bug to try and make the game a bit more playable.
The clock puzzle room can be found by following the colors on the forest machine with the colors on the floor of the fountian/pool room.
Candle room can be found by putting flowers in the crypt under the graveyard, which can be found under one of the graves when digging it with a shovel, which is found in the forest maze.
The order needed to light the candles can be found in the room with the pillars with fire on top of them. The pillars correspond to candles, the hight shows the order they should be lit in. The mound in the middle of that room contains the axe, when you dig the top open with a shovel.
Bathroom contains the order for the purple potion, though prehaps the schematic is outdated and it didn't show up...
Thanks for taking the time to hack through it and compile that list! I'm glad you found some value in the story and you can look foward to a working, polished game in the near future!
I would allow host/server mode as long as it's just one player, but hide the checkbox in the UI via game.conf options. I tend to just launch MT in LAN host mode by default, since it helps with testing, and it's needlessly annoying getting kicked out of the game when there's only one player anyway.
I tried following the clock puzzle instructions, and I also looked in the code for the "special room" patterns, but they aren't in the Jam release. This must be something that's in the upcoming version to be released later, right?
I definitely saw the potion order in the bathroom, and it was different from the order I saw in the code ... but I may have been looking at the wrong version of the code at the time.
Okay, the candle room flower puzzle eluded me, even looking at the code, because it was tucked away in a different mod ... that's gotta make the project pretty hard to keep organized! Also, I missed most of it when I placed the flowers ... do I have to leave and try again with fresh flowers? Maybe it should repeat or something?
So the clues are mostly there, some of them are just really well-hidden. Leaving a few extra written notes or something for players might help (maybe some that only show up after the player has been playing a certain amount of time, or been to a certain number of rooms, to avoid nerfing it prematurely).
Instead of cluttering up this thread (getting a little off-topic from the original issue report), you can also reach me on Minetest's IRC, Matrix, or Discord.
One thing that I think would really help this game is a self-writing journal, where jounral entries get unlocked as the player enters certain areas or does certain things. It should be written in first person. reading the entries can give clues for what to do next. Another thing: why does the player want to enter the house to begin with? I would answer that by making it rain and thunder in the first scene, the player enters the house to get shelter. Then the journal entry pops up and says 'This is a strange old house. I wonder what is down that hall in the back', hinting that they should go that way, as an example of how to use the journal.
/home/mistere/bigfatshaders/bin/../games/piranesi/mods/doors/init.lua: ...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: bad argument #5 to 'register_item_raw' (table expected, got string) stack traceback: [C]: in function 'register_item_raw' ...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: in function 'register_item' ...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:210: in function 'register_node' .../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:792: in function 'register_fencegate' .../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:804: in main chunk Check debug.txt for details.
ohhhhhhhhhhhhhhhhhhh noooooo
thanks
Fixed! (hopefully)
Sorry to say this, but if it was fixed after the grace period deadline, you will have to revert it
Instead, you will want to give instructions in the contentdatabase description for how to fix the issue. What files to change, what lines, etc.
How do I revert the latest release? CDB won't let me.
better wait for clarification
Oddly, I did not run into the rumored door crash ... but I managed to run into just about every other one.
https://gist.github.com/Warr1024/be057037259b51f5133efa0ae5a10d70
I got very hooked on the story and setting, so I doggedly forced my way through the whole game, hacking it to splinters where necessary. Are you interested in some help fixing it up post-jam? It would be really great to see this game polished and working.
Yeah, as the release names state "this is a mess".
I've fixed basically all of these problems and am waiting to upload a fixed version after the jam. It's a shame I couldn't quite finish the game by the Jam deadline, but I figured I might as well submit what I had anyway and get feedback.
Most of the problems orginate from the fact I started developing the game on the wrong version of mintest. The game works very well in 5.1. That really messed me up (:
Some notes:
Thanks for taking the time to hack through it and compile that list! I'm glad you found some value in the story and you can look foward to a working, polished game in the near future!
So the clues are mostly there, some of them are just really well-hidden. Leaving a few extra written notes or something for players might help (maybe some that only show up after the player has been playing a certain amount of time, or been to a certain number of rooms, to avoid nerfing it prematurely).
Instead of cluttering up this thread (getting a little off-topic from the original issue report), you can also reach me on Minetest's IRC, Matrix, or Discord.
One thing that I think would really help this game is a self-writing journal, where jounral entries get unlocked as the player enters certain areas or does certain things. It should be written in first person. reading the entries can give clues for what to do next. Another thing: why does the player want to enter the house to begin with? I would answer that by making it rain and thunder in the first scene, the player enters the house to get shelter. Then the journal entry pops up and says 'This is a strange old house. I wonder what is down that hall in the back', hinting that they should go that way, as an example of how to use the journal.