Windows Troubles


A bug was found in the windows version of the project, which appeared to affect some users haphazardly. Thanks to the wonderful help of everyone who reported to me and provided me with system information, logs, error messages, and testing, we were able to find a solution!

If all you care about is playing my game, and don’t want a lengthy story: There’s a fix, I need to wait for the next release of the game engine to fix my game, but it should be less than a week or so before then. Like I’ve said a few times, if you would rather have a refund, let me know and I can get that rollong.

The game engine I used was Godot 4’s 16th beta version (and later the 17th), which I refer to as 4b16. In 4b16 and 4b17, there was a bug where on some windows systems, launching the Godot Engine, including the editor, would have some code get stuck in an infinite loop, effectively freezing the engine and making the application stop in its tracks, without an error message.

I am actually really excited that we found this. Because the Godot Engine is open source, all bugfixes have to be found by the community, and a large majority of the community is waiting for the first stable release before making any projects in Godot 4. (Version 3.6 is the latest stable I believe?).

So what this means, and why I’m so excited, is that we have made it so that games made in Godot 4’s stable release will not have this same bug. I expect it to be implemented in 4b18, which hopefully is just a few days away. The dev team has been releasing new beta versions almost weekly so it must be soon.

Given that a large majority of the users (at least from my analytics) are Windows users, this means that games made in Godot will just work for Windows users, which makes it so much easier for developers much better than me to just make great games.

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