Sprint Feature and Progress Update


General Update

Hello all, I just wanted to let you know what I've been working on and how it's going. So far this month I've added quest progress indicators and found item indicators to the freeroam pause menu. These indicators will tell you how many "best rappers alive" you've visited and whether or not you've found the handcuffs quest item, for instance. I've also added being able to access the controls/how to play menu from the freeroam pause menu in case you need to check a button. I'm now working on the sprint feature since the freeroam is a little too big to get around in a reasonable time. This feature is really what this post is about.

Sprint Feature Discussion

Don't worry! The sprint feature is complete and isn't being removed, but I did encounter a very interesting bug while adding it that I wanted to talk about. When I added the sprint, I made it toggled by the shift key so that this game can be compared to Call of Duty(very thick sarcasm, but you know someone out there would!). I also added some new animations to make the character look like she's moving faster and tiring herself out more(adding sweat drops onto the sprite did the trick). I had almost everything done for the sprint that I wanted, except for speeding up the freeroam music while you're sprinting to add to the experience. 


This is where I had the issue. I tried my usual method to switch to a new sound player with a sped-up track since you can't speed up existing ones, but all I heard was static when I played it. The sound played fine in the editor though, so I was confused. After a healthy amount of Googling, I came across this: https://github.com/godotengine/godot/issues/22016. This issue recommended I check the sampling rate of the audio file, so I did. Sure enough, it was a different rate which meant I had to change it. 


This didn't fix the issue, as now I didn't hear anything. I tried several different things, but nothing worked. Basically, the engine pauses and plays new sounds during physics ticks and not just running code. This meant that if I tried to play it when I pressed the sprint button, it wouldn't work but it did play once I let go. I tried a timer and that didn't work either due to how the physics process works. Switching from the faster music to the standard music worked though, I'm still not sure why. 


This seems like an issue with the Godot engine and the Github Issue is still open. I'll come back to this part of the feature if I have time later because I really wanted to add this part. I just wanted to share this to keep everyone updated on the project's progress and to share this issue in case anyone else comes across it on their own. For now, I'll keep on plugging away for the good of degenerate weeb kind. I will leave you with something to think about that you may not have thought about before: My Hero Academia has done the same for short boys that Toradora has done for short girls. Feel free to discuss this with strangers on the street or in these itch.io comments. Good day.

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