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I've been getting occasional crashes after career levels in the Linux client.  Is there a log file that I can peruse and/or share in order to narrow down the cause?

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On Windows, Godot prints errors like that to the console window. I can view the console window if I launch a command line and run the game from there

$ ./turbofat-win-v0.7000.exe
Godot Engine v3.5.2.stable.official.170ba337a - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 970/PCIe/SSE2
Async. shader compilation: OFF
WARNING: Unrecognized save data version: '512b'
     at: call (modules/gdscript/gdscript_functions.cpp:789)
WARNING: Unrecognized save data version: '512b'
     at: call (modules/gdscript/gdscript_functions.cpp:789)
WARNING: Unrecognized save data version: '512b'
     at: call (modules/gdscript/gdscript_functions.cpp:789)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object.cpp:2070)
ERROR: Resources still in use at exit (run with --verbose for details).
   at: clear (core/resource.cpp:417)
Does that work on Linux too?
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It does.  I got the following output from running the game in the terminal until I was able to reproduce a crash:


Godot Engine v3.5.3.stable.official.6c814135b - https://godotengine.org
Inconsistent value (1) for DRI_PRIME. Should be < 1 (GPU devices count). Using: 0
OpenGL ES 3.0 Renderer: VEGA10 (radeonsi, vega10, LLVM 15.0.7, DRM 3.42, 5.15.0-92-generic)
Async. shader compilation: OFF
corrupted size vs. prev_size in fastbins
[1]    1789513 IOT instruction (core dumped)  ./turbofat-linux-v0.8101.x86_64

The program's returned error value was 4.  The game ran for some period of time after the async line, and the crash happened after the fastbins line (though I can't say how long the fastbins line had been present before the crash).

I see. Doing some googling, it seems like it's this godot bug:

https://github.com/godotengine/godot/pull/74566

I haven't seen this so maybe it's Linux-specific or only affects certain graphics cards. There's no workaround, so unfortunately I think fixing it would require someone smarter than me fixing the game engine, or porting this fix over to 3.5.x. Thanks for the report, I wish I could do more to help!

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I'm sorry, thanks for reporting this! I haven't seen this behavior or heard it reported by anyone else, but I'll keep an ear out for it.

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This game is a hidden gem ๐Ÿ‘

Ahh thank you so much ๐Ÿ˜€ I hope you will come back and try it when it is finished!

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There should be more tutorials, I understand everything in the ones there already are, but every time I'm let free it all goes to shit pretty quickly. I'm not an expert at normal Tetris but I'm no greenhorn either, I really don't get what I'm doing wrong. I need a tutorial that actually covers how to clear lines without creating gaps with all the U and V pieces getting in the way.

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I have four or five more tutorials planned but stuff like block placement, avoiding gaps and downstacking isn't among them. I'm not sure how I'd go about teaching that!

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https://github.com/Poobslag/turbofat/issues/220 I've added a downstacking tutorial to the set of planned tutorials. I have an idea for how I might teach it. Thanks for the suggestion!

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Wow, thanks! Glad to hear!
The game concept seems really interesting, I'll keep trying to get better at it myself, it's just frustrating when it feels like I don't meet the expected base level of competence. Fleshing out the tutorials definitely seems like the only viable option since I don't think the game can really be made easier without completely ruining the rather elegant gameplay design.

I look forward to future developments!

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There are cheats in the options menu to enable hold pieces and make the game easier, if that helps! But I agree, the game expects a base level of competence. I'll try to think of other ways to make it more accessible!

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Thank you for suggesting the Hold function, I was able to have a lot of fun with that! It certainly makes it feel more like a traditional Tetris game. I did come to realize that with the 1 turn combo forgiveness, it made the game perhaps excessively easy after a while, but it was very nice to get my bearings and make progress with it. I was able to actually turn my focus to trying to get 5x3 cakes and such!

When I don't use the hold cheat, now, I'm able to clear the Marathon: Normal practice consistently but the best I've done on Marathon: Hard is 120 lines. It feels like I must be missing something fundamental because I'm barely making any incremental improvements at all after many attempts on it.

If I could get some early insight that would be put in the downstacking tutorial, I'd really appreciate it...

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Glad you had fun with the hold function! You're right, the game is not balanced for it and it makes things easier than intended - but if it makes it more fun, then go for it! I won't tell ๐Ÿ™Š

I'm imagining the tutorial will be a few set downstacking scenarios, clear 5 lines with these pieces

Someone in the Turbo Fat Discord suggested I add some parts of the How To Play wiki to the downstacking tutorial, specifically the "Cursed Shapes" section: https://github.com/Poobslag/turbofat/wiki/how-to-play#cursed-shapes

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Hey Poobslag! I was curious about something involving this developing project. It looks absolutely cool, and I was thinking of streaming the game, but I wanted to know: Is it entirely SFW? It certainly seems the case from the first chapter and general vibe, but I like to be careful.

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 Yes, it will be entirely SFW. Let me know when you stream it, depending on the time maybe I can tune in!

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Sweet, thank you for letting me know! ^_^ And sure! I'll save a note to contact you. Is there somewhere I can more actively contact than on itch?

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I am active on Discord, you can add me as Poobslag#8333 !

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Love all the new flourishes in 0.4800, though kinda sad to see the freeroam mode go.

Thanks, I've never been so sad to delete so much code! It really was a heart wrenching week undoing all the hard work I put into that mode.

When I thought about what freeroam mode was going to contribute to the final game, two things came to mind. The first is this big world where players wouldn't know where to go next, or how to find the next puzzle. The second is all this cool and funny dialog which they might completely skip over by mistake, because they didn't talk to the right person at the right time. So -- I'm hoping Career Mode will be more streamlined and ensure everyone sees the entire story if they want to.

Thanks for checking out my work! I'll have a new version up with a new story for chapter 2, although I'll have to think about how to let players rewind the story mode to experience it if they've already gotten past that point. Maybe a cheat code to undo some of their progress!?! That would be weird, ha ha~

is there any cheats to this game

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 No fun cheats! But some cheats for skipping to the end of levels and showing the FPS and things like that.

i thought there will be infinite time or give more time, infinite money but i guess not

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money doesn't do anything!

If you want to practice with infinite time, there is a sandbox mode if you click "Practice" on the main menu

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Looks like all three of the Youtube, Discord, and Twitter links are busted, they're trying and failing to do a redirect through Youtube, for some reason.

Manually copying and opening the links works fine, though.

Wow, thanks so much for reporting that! I copied and pasted the links from the YouTube description but it didn't occur to me it would be using a redirection service. I've fixed the links.

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This is one of the most soul-filled games I have ever played in my life. I made an itch.io account just to share with you my love for this game. Keep doing what you're doing man.

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 Really? Wow! Thanks, my biggest fear is that I'm going to love this game more than anybody else, ha ha. I'm glad you found something you like in it!

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I must ask though, about the music. It's really, really good! Did you make it yourself, and is it available online anywhere?

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Whoa awesome, I'll pass that on! The music is by Pete Ellison of Diskowarp Records, he plans to release the soundtrack once the game is finished.

For now, you can grab the .OGG files from the source code repository if you want to add them to your music library.

https://github.com/Poobslag/turbofat/tree/main/project/assets/main/music

If you click each .OGG file it should take you to a page with a download button in the upper-right corner.

https://github.com/Poobslag/turbofat/blob/main/project/assets/main/music/triple-...

Sorry this is so cumbersome! I really need to work faster to finish the game so Pete can release an official soundtrack ๐Ÿ˜…

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Haha, you don't have to worry about it man, I already managed to get the music out of the game the fun manual way. Was just curious is all. Thanks for the help though!

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please add a restart button and maybe a line shape peice and some others cause im haveing a stroke here on this game i cant get nothing done ;~; im doing horible even when im doing good. cause the peices that make food are nice but it some times gives me them and never a way to really use them and it just ends up becomeing a endless jumbled mess cause i cant clear it all and its for ever messing me up. ;-;

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Sorry, I know people who are used to classic Tetris will want a line piece! Just like people coming from modern Tetris will want a hold piece, or people coming Puzzle Fighter will want a bomb piece. I know these things would make the game a lot easier. But, with practice the game is easy even without these.

You have a squish move, and you can use it in some clever ways which are even more powerful than a line piece! But, it takes practice to figure out -- and practice to not dig wells in ways that you can't squish down to them.

I'll add a restart button for practice mode and story mode!

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Strange thing is happening, when I got my goal of 100 in the first stage, it didn't continue onward, nor did it let me give up when I exceeded the win condition, is there a reason for this happening? I'm using windows btw, which from what I've seen, been tested to work!

Sorry, this was a new bug I introduced when streamlining the tutorials last release! I'm posting a fix for it right now.

https://github.com/Poobslag/turbofat/issues/1238

Whoa! Very interesting. Came over from Frog Finder and I was instantly cool with the food themed Tetris, but then you introduced that squeeze option and the ability to create full cakes and I was super intrigued. Had some fun playing a full, proper level.

I feel like the gameplay could be a little snappier, but I guess it depends what you're going for. I personally would like things to combine faster, pieces to settle into their spots quicker, and squeeze action to start happening right away. It's mostly about a sense of feedback as I try to place pieces where I want them. Waiting even a second to know if it took feels a little slow and disconnected. Even if it's just something for a hard mode, I'd be a fan of quicker responsiveness. Otherwise it's a fun, new spin on a classic, so great work!

Thanks for the suggestions! There are a few advanced techniques I haven't put in a tutorial yet which cover some of the things you asked for. You can instantly squeeze a piece into place by tapping "down", and you can actually instantly squeeze a piece and lock it by holding "down" and "space" at the same time. You can also drop, rotate or move pieces immediately after they appear by holding the appropriate keys. ...There is a fast way of doing everything! But, at the start it is hard enough just to remember the slow way.

If you want a taste of the faster/snappier modes, they're available in Practice Mode if you pick the harder difficulties. The various expert difficulties snap pieces into place way faster, and Marathon/Master approaches Tetris Grand Master speeds if you can survive long enough. I'll eventually work these into the main mode. ...Maybe by the end of November if I'm lucky. I have some big plans!

One thing thqt I recommand you change: don't put hard drop on the up arrow. Most players are used to rotate with up in tetris game.

Up to hard drop has been a staple of mainline Tetris games since the 2001, including the latest editions such as Tetris Effect.

https://tetris.fandom.com/wiki/Tetris_Guideline

If players have not played a Tetris game before, they will adjust. Additionally, up to hard drop is practically required for some very advanced moves which will eventually be explained in a tutorial.

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Oh, okay. I didn't play recent tetris.

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I've found what I presume is a bug.

In the "Pulling for Skins" level, attempting to rotate the active piece... instead rotates the /next/ piece in the queue, leaving the active piece unrotated.

While I can't rule out this being a gimmick level, I'm assuming it's not, due to the lack of mention of this level being unlike the others.

It is a gimmick level. If you access the level through the cell phone, the description warns you "Skins doesn't rotate as many of the upcoming pieces. ...This is progress?"

All of Skins's levels involve horrible rotation rules, it is sort of their thing!

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I haven't played much, but it's super cute! I just wanna point out that I think there's a glitch with the character creator, it doesn't remember the size of your character even after saving. Like, if you change it from what it was originally, it just goes back to what it was originally instead of what you changed it to despite saving literally every other change.

Thanks! It used to save but I probably broke it last week. I'll see if I can fix it.

I fixed this bug in the newest release! Thanks for reporting it.