9.9/10 - satisfied my addiction to this mini-game. Only thing I would criticize is the game runs at >60fps while deltarune and undertale are 30fps game. Still amazing fan game tho.
Thanks, glad you like it! High framerate is fully intentional, it makes the game much more responsive and allows much more precise scoring, so it's one of the big benefits this game has over the original
Would it be an easy fix to make multiple inputs at once on the same side work? It doesn't currently register when you try to play any more notes on one side if another key for that side is being pressed, and I feel like it would be useful and allow people to create harder maps if that were not the case. I totally understand if that's too much of an ask or if it's just not a priority btw, you seem busy with other stuff lmao
Unfortunately that's a limitation of the way Godot handles inputs by default as far as I know (when inputs are bound to the same "action", holding down one of the inputs bound to it will mean that pressing a different bound input won't activate the is_action_just_pressed() function, which is used for hitting notes). There might be a way to fix it by making a custom input handler, but that's quite a bit more work. I'd like to do it at some point though
F4 toggles fullscreen, pressing that once or twice might fix it. I have also seen Firefox can have that problem sometimes, unfortunately it has problems with Godot HTML5 games, so if you're using it try Chrome or a Chromium based browser
Unfortunately it's not quite as simple as just pressing export to Mac, there's some other stuff I'll need to figure out first, but yes I'd like to do it at some point
Hey, i've had a problem with my custom map where the notes seem to be not synced with the music, like its in a different (a little bit faster) tempo, even though it syncs in the DAW. The notes show up correctly and I'm pretty sure its a format 0 midi file.
I'm pretty sure this is because of how the game rounds the percentage. When you complete a song, it will say something like 12.34%. I think it's trying to round, but it's rounding directly to 100%.
Hmm I'm not sure why that would be happening, it always displays the correct percentage for me, and the 2 main possible causes I could imagine causing that aren't happening. The code explicitly keeps it all as floats, so it's not being turned into an integer somewhere. The issue isn't rounding either, since the only rounding that occurs is rounds it to the nearest 0.01, not 1. I'll look into it more though, thanks for telling me!
Been playing this a lot for the past few days and I've noticed while playing that every now and then (around 1-3 times per song when it does happen) pressing an assigned "left" key, whether it was A, S, Z, etc. the button press did not register for some reason. The weird thing is I haven't had it happen with the right key even once though. Any idea what could be causing this? There's no lag associated or anything.
Huh I've never heard of that. The code is pretty simple, just runs the is_action_just_pressed() built in Godot function and does the score() function if it's true, which is identical for left and right so it shouldn't be possible for it to only happen with left. The fact that it happens with multiple inputs means it's probably not your keyboard either (unless they were all broken in ways that didn't affect the right keys , but that's unlikely). So yeah that's really weird, I'll look into it more.
Hi, I found a bug when using the web version on mobile: the notes displayed get lowered (the window with the notes) and it slowly becomes impossible to see the notes as the selected song goes on. Is there anyway this can be fixed?
Nope, as the lag message says, it's got to do with your web browser, and can't be fixed unless you restart it. Try to avoid those songs with lots of notes.
That's just because it doesn't run as well on mobile, so that causes that issue. There's probably not much you can do about it apart from playing on pc, sorry
Hey, I'm kinda new to linux, and i was trying to run the game through Proton, but it gives me an error that says "Error: Couldn't load project data at path ".". Is the .pck file missing?" It then asks if i renamed the .exe, but i didn't, i just downloaded it, extracted it, added it as a non-steam game, then told it to use proton, i tried multiple proton versions, even GE, but none worked, any idea why this is happening?
This is great!!! Not sure if you have a plan for either of these, but some sort of "favourites" tab would be really nice, as well as possibly displaying the highest percentage of notes hit on the song's selection menu? (I imagine a ranking system would take more work to implement)
A favourites tab would be nice to add, although it would actually be a lot more work than you'd expect to implement, maybe at some point though. And yes I do want to get the note hit percentage shown in the menu soon, hopefully in the Ch4 map update.
gonna comment again. you should remove the jumpscare. there is NO reason for it, not even the "its funny" argument. there should be a version with, and a version without it. what if someone has a fear of jumpscares and they have to look away everytime they open this game because mabye the guy will jumpscare them? theres no reason for this to be in the game even with the shaking and sound turned down. i am deathly afraid of this face jumpscaring me and now great, i have the fear looming over me that it will pop up. i gotta go through patching this out just because its a feature. remove this jumpscare or make a version without this jumpscare and ill actually make a bunch of maps without fear.
TL:DR: friend jumpscare sucks. make a version of the exe without it for people scared of friend
I wanted it to be a spooky random chance secret, and made it loud to make sure people would definitely see it when it happened. But someone else recently asked to have it toned down too, and yeah in hindsight I totally agree it's way too much, so I have already turned the volume wayyy down (it's now barely audible over the music) and removed the shaking, in my project file. These changes will be applied in the next update. Sorry for any stress it's caused, it was just meant to be a cool secret, but I totally see why it could cause issues now
D3/38 is left note, C3/36 is right note, and the notes above and below respectively are hold notes (D#3/39 is left hold note and B2/35 is right hold note). Again you might need to shift that up or down an octave depending on how LMMS labels it's notes.
Ah yes, early in development I used the C and D one octave above the normal notes for the hold notes. I later changes this to the adjacent notes, but I had to keep those bindings working so the old maps would still work. So to fix it, just move all your notes 1 octave down
Hello, I created a new project. Now the notes are displayed correctly, but the playback speed of the MIDI file is slower than the music. How can I fix this?
That would be cool. It's not as high a priority as other stuff that affect gameplay like Ch4 maps, and will also be pretty hard to code (in fact iirc toby said it was tough to implement into deltarune too lol). I'd still like to do it at some point though
I know that this is a mobile only bug (or even a poor performance bug), but when I play basically any chart, the spawner just goes down slowly, but steadily mid-way through the chart, until eventually, it is impossible to see the notes. It is fine if you don't want to fix this, I am just saying that this bug exists.
Yeah that happens when there's poor performance, which is just way more common on mobile. I'd love to fix it at some point, but I'm still not sure how to, it would likely require big changes to how the game works, so it's a lot of work.
Hello, I've played this game for a few months, and recently learned that there is a random chance jumpscare, that I assume was added recently. There is no warning that there is a jumpscare in the game, which I find is very cruel towards people with heart conditions, and those who get stress-related seizures. I understand that there is a low chance of it happening, but this could get someone hospitalized. I truly think you should remove the jumpscare or make it optionable, and if you do make it optionable, add a warning. I may worry too much, but it also just feels unnecessary to have a scare in a music game.
Hi, it's actually been in the game since I launched it, it's just a very low chance, 1/1000. I wanted it to be a spooky random chance secret, and made it loud to make sure people would definitely see it when it happened. But someone else recently asked to have it toned down too, and yeah in hindsight I totally agree it's way too much, so I have already turned the volume wayyy down (it's now barely audible over the music) and removed the shaking, in my project file. These changes will be applied in the next update. Sorry for any stress it's caused, it was just meant to be a cool secret, but I totally see why it could cause issues now.
Any plans to make a "portable" version (or at least a toggle), where the save file is stored within the same folder that the executable is located? It'd be really nice to be able to throw this into a USB drive and play it on any (Windows) machine while keeping my save :3
I hadn't considered that before, but yeah that would be cool. It won't be in the next update but I'd like to do that at some point. Until then, if you do want to play on a different machine, save files are stored at C:\Users\[your name here]\AppData\Roaming\Godot\app_userdata\Deltarune Lightners Live
my friend asked me for help to run your game since he had a webgl error when trying to run it and then i followed the faq and this is what weve found, plz tellus he doesnt need a better pc
Ah, yeah that CPU's graphics doesn't support OpenGL 3.3, which is the minimum requirement for Godot games, so I don't think it's possible on that pc, sorry
I actually made the effects in my game more subtle on purpose, Deltarune's effects are too distracting IMO. But I might still change it at some point idk
Hmmm... We're impressed. We love it, wanna see more. Perhaps, add a means of restarting a song without going back to the cafe. X/Square/West, is not getting any use other than for two menu features... A chart editor exists called Editor on Fire; none of us are currently able to test if it can be used as a viable mid file editor for LLPLUS.
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amazing amazing and very fun -- my eyes do some weird stuff when confronted like this jeezums cripes
9.9/10 - satisfied my addiction to this mini-game. Only thing I would criticize is the game runs at >60fps while deltarune and undertale are 30fps game. Still amazing fan game tho.
Thanks, glad you like it! High framerate is fully intentional, it makes the game much more responsive and allows much more precise scoring, so it's one of the big benefits this game has over the original
is there auto play?
why would you want auto play? >.>
There isn't, it's maybe something I'd make at some point but I'm focusing on making Ch4 maps right now
100%'d Hopes and Dreams
Would it be an easy fix to make multiple inputs at once on the same side work? It doesn't currently register when you try to play any more notes on one side if another key for that side is being pressed, and I feel like it would be useful and allow people to create harder maps if that were not the case. I totally understand if that's too much of an ask or if it's just not a priority btw, you seem busy with other stuff lmao
Unfortunately that's a limitation of the way Godot handles inputs by default as far as I know (when inputs are bound to the same "action", holding down one of the inputs bound to it will mean that pressing a different bound input won't activate the is_action_just_pressed() function, which is used for hitting notes). There might be a way to fix it by making a custom input handler, but that's quite a bit more work. I'd like to do it at some point though
skill issue
Why is my screen on the bottom right
F4 toggles fullscreen, pressing that once or twice might fix it. I have also seen Firefox can have that problem sometimes, unfortunately it has problems with Godot HTML5 games, so if you're using it try Chrome or a Chromium based browser
Thank you so much
do you think you can add a mac port
Unfortunately it's not quite as simple as just pressing export to Mac, there's some other stuff I'll need to figure out first, but yes I'd like to do it at some point
Hey, i've had a problem with my custom map where the notes seem to be not synced with the music, like its in a different (a little bit faster) tempo, even though it syncs in the DAW. The notes show up correctly and I'm pretty sure its a format 0 midi file.
Try re-importing the audio and midi files back into the DAW, to see if they still match up
Hey I've noticed that sometimes when I get specifically 1 note in a song wrong, at the end it will still tell me that I got 100% notes hit.
I'm pretty sure this is because of how the game rounds the percentage. When you complete a song, it will say something like 12.34%. I think it's trying to round, but it's rounding directly to 100%.
Hmm I'm not sure why that would be happening, it always displays the correct percentage for me, and the 2 main possible causes I could imagine causing that aren't happening. The code explicitly keeps it all as floats, so it's not being turned into an integer somewhere. The issue isn't rounding either, since the only rounding that occurs is rounds it to the nearest 0.01, not 1. I'll look into it more though, thanks for telling me!
I haven't tested this extensively, but Winlator on my Google Pixel 6a seems rather broken. It only works with OpenGL3 I've seen.
I have tested, and found this info about renderers and the game.
Been playing this a lot for the past few days and I've noticed while playing that every now and then (around 1-3 times per song when it does happen) pressing an assigned "left" key, whether it was A, S, Z, etc. the button press did not register for some reason. The weird thing is I haven't had it happen with the right key even once though. Any idea what could be causing this? There's no lag associated or anything.
Huh I've never heard of that. The code is pretty simple, just runs the is_action_just_pressed() built in Godot function and does the score() function if it's true, which is identical for left and right so it shouldn't be possible for it to only happen with left. The fact that it happens with multiple inputs means it's probably not your keyboard either (unless they were all broken in ways that didn't affect the right keys , but that's unlikely). So yeah that's really weird, I'll look into it more.
Hi, I found a bug when using the web version on mobile: the notes displayed get lowered (the window with the notes) and it slowly becomes impossible to see the notes as the selected song goes on. Is there anyway this can be fixed?
Edit: awh, well it's alright
Nope, as the lag message says, it's got to do with your web browser, and can't be fixed unless you restart it. Try to avoid those songs with lots of notes.
That's just because it doesn't run as well on mobile, so that causes that issue. There's probably not much you can do about it apart from playing on pc, sorry
10/10 remake/game/thingy
I love when Kris does that thing when we do a hold or smthn.
They're fingers are also going to hurt lol
I got 50% on Beginning and 71% on TWR
Got 74% on BIG SHOT
Meanwhile Black Knife came like the actual--
SEVENTY-EIGHT PERCENT?!
Hey, I'm kinda new to linux, and i was trying to run the game through Proton, but it gives me an error that says "Error: Couldn't load project data at path ".". Is the .pck file missing?" It then asks if i renamed the .exe, but i didn't, i just downloaded it, extracted it, added it as a non-steam game, then told it to use proton, i tried multiple proton versions, even GE, but none worked, any idea why this is happening?
Figured it out!! It was because i had installed the Flatpak version of Steam
This is great!!! Not sure if you have a plan for either of these, but some sort of "favourites" tab would be really nice, as well as possibly displaying the highest percentage of notes hit on the song's selection menu? (I imagine a ranking system would take more work to implement)
A favourites tab would be nice to add, although it would actually be a lot more work than you'd expect to implement, maybe at some point though. And yes I do want to get the note hit percentage shown in the menu soon, hopefully in the Ch4 map update.
gonna comment again. you should remove the jumpscare. there is NO reason for it, not even the "its funny" argument. there should be a version with, and a version without it. what if someone has a fear of jumpscares and they have to look away everytime they open this game because mabye the guy will jumpscare them? theres no reason for this to be in the game even with the shaking and sound turned down. i am deathly afraid of this face jumpscaring me and now great, i have the fear looming over me that it will pop up. i gotta go through patching this out just because its a feature. remove this jumpscare or make a version without this jumpscare and ill actually make a bunch of maps without fear.
TL:DR: friend jumpscare sucks. make a version of the exe without it for people scared of friend
i dont want to sound rude btw. just saying that this is useless to be in the game. and just gives people a fear of a jumpscare
I wanted it to be a spooky random chance secret, and made it loud to make sure people would definitely see it when it happened. But someone else recently asked to have it toned down too, and yeah in hindsight I totally agree it's way too much, so I have already turned the volume wayyy down (it's now barely audible over the music) and removed the shaking, in my project file. These changes will be applied in the next update. Sorry for any stress it's caused, it was just meant to be a cool secret, but I totally see why it could cause issues now
is fine i just had a problem with it
For the time being, someone made mod to remove it (I didn't use it but should work)
https://gamebanana.com/mods/613683
yeah ive installed it i think.
Any plans to add in an autoplay feature for custom maps? Mine might need it lol
Won't be in the next update, but yes that would be nice to implement at some point
there hasn't been a better invention since the wheel ty SO)OOO much for making this game
This is outstanding!
The .mid file of the custom map I made is recognized by the game, but it can't generate notes, why is that? (Edit .mid file with LMMS)
Some DAWs count midi notes differently (e.g. C3 might actually be C2 or C4 in your DAW), so try moving the notes up or down an octave
Can you tell me which two pitches I should place my notes on here? For some reason, I cannot access Google Docs. Please help.
D3/38 is left note, C3/36 is right note, and the notes above and below respectively are hold notes (D#3/39 is left hold note and B2/35 is right hold note). Again you might need to shift that up or down an octave depending on how LMMS labels it's notes.
According to you, I succeeded, but all the notes are long notes. What should I do to make them normal? :(
Ah yes, early in development I used the C and D one octave above the normal notes for the hold notes. I later changes this to the adjacent notes, but I had to keep those bindings working so the old maps would still work. So to fix it, just move all your notes 1 octave down
Hello, I created a new project. Now the notes are displayed correctly, but the playback speed of the MIDI file is slower than the music. How can I fix this?
Try re-importing the midi and audio back into the DAW, to check they're still synced there. If they aren't, then fix that and re-export them
cool
are there any plans to add support for on screen lyrics for songs that have them?
That would be cool. It's not as high a priority as other stuff that affect gameplay like Ch4 maps, and will also be pretty hard to code (in fact iirc toby said it was tough to implement into deltarune too lol). I'd still like to do it at some point though
I have a question: How do I make the notes in the game? The game requires me to do it.
What do you mean? If you're just asking about the controls, they're listed in the description
I know that this is a mobile only bug (or even a poor performance bug), but when I play basically any chart, the spawner just goes down slowly, but steadily mid-way through the chart, until eventually, it is impossible to see the notes. It is fine if you don't want to fix this, I am just saying that this bug exists.
Yeah that happens when there's poor performance, which is just way more common on mobile. I'd love to fix it at some point, but I'm still not sure how to, it would likely require big changes to how the game works, so it's a lot of work.
Nice
Hello, I've played this game for a few months, and recently learned that there is a random chance jumpscare, that I assume was added recently. There is no warning that there is a jumpscare in the game, which I find is very cruel towards people with heart conditions, and those who get stress-related seizures. I understand that there is a low chance of it happening, but this could get someone hospitalized. I truly think you should remove the jumpscare or make it optionable, and if you do make it optionable, add a warning. I may worry too much, but it also just feels unnecessary to have a scare in a music game.
Hi, it's actually been in the game since I launched it, it's just a very low chance, 1/1000. I wanted it to be a spooky random chance secret, and made it loud to make sure people would definitely see it when it happened. But someone else recently asked to have it toned down too, and yeah in hindsight I totally agree it's way too much, so I have already turned the volume wayyy down (it's now barely audible over the music) and removed the shaking, in my project file. These changes will be applied in the next update. Sorry for any stress it's caused, it was just meant to be a cool secret, but I totally see why it could cause issues now.
Thank you so much :) I appreciate the acknowledgement instead of just saying that I'm "too sensitive".
Any plans to make a "portable" version (or at least a toggle), where the save file is stored within the same folder that the executable is located? It'd be really nice to be able to throw this into a USB drive and play it on any (Windows) machine while keeping my save :3
Really love the work that's put into this!
I hadn't considered that before, but yeah that would be cool. It won't be in the next update but I'd like to do that at some point. Until then, if you do want to play on a different machine, save files are stored at C:\Users\[your name here]\AppData\Roaming\Godot\app_userdata\Deltarune Lightners Live
my friend asked me for help to run your game since he had a webgl error when trying to run it and then i followed the faq and this is what weve found, plz tellus he doesnt need a better pc
Has he tried updating the graphics drivers? If that doesn't work, what specs does the pc have (GPU and CPU)?
these are
he cant update his drivers more than what he currently has
Ah, yeah that CPU's graphics doesn't support OpenGL 3.3, which is the minimum requirement for Godot games, so I don't think it's possible on that pc, sorry
VRO I SWEAR I SAW A JUMPSCARE IN THE BOTTOM I'M NOT CRAZY
You're just crazy, it isn't real.......
im gettin shibby wiggy wit it
CIBLESGD MADE A VIDEO ABOUT U AND THIS GAME AHHHHHHHHHHH
Yeah I saw! I actually watched her stream it live too, it was so cool to see her play it :)
pfc vs susie (my keybinds are z and left arrow fyi)
Will gold notes be added?
I actually made the effects in my game more subtle on purpose, Deltarune's effects are too distracting IMO. But I might still change it at some point idk
I mean you could add an option to turn it on
Hmmm...
We're impressed. We love it, wanna see more.
Perhaps, add a means of restarting a song without going back to the cafe. X/Square/West, is not getting any use other than for two menu features...
A chart editor exists called Editor on Fire; none of us are currently able to test if it can be used as a viable mid file editor for LLPLUS.
Thanks, I might add that at some point. Editor on Fire could maybe work, I haven't tested it though
I don't think it would be hard for me to add an LLPLUS formatted MIDI export.