It's on my todo list, though it is very difficult for me to work with on my current setup, since I don't have any screens to test on. Could you take a screenshot and share it here? Thanks for playing :D
Alright, there's two easy fixes for me to do (apart from doing a whole UI rewrite which is eeeh not my favourite idea right now). One is to make UI scale to no more than 100% - which wouldn't make the text larger, but would make it, y'know, pixel-perfect. The other is to turn anti-aliasing on. Right now, it's on if your resolution is less than 1080p - but I could turn it on for all resolutions but 1080p.
Writing this out, the best solution is probably to do both and make an option in the options menu to toggle between them.
Hi! This is Darmani here, the creator of Project Ironfist ( www.ironfi.st ). I really enjoyed my playthrough today. Thank you for helping to keep the spirit of HoMM alive.
Hey, thanks for playing! Also for the forum post - if nothing else, there is some valuable feedback there.
I really need to get to hunt down that screen resolution error sometime soon. I wonder how many people have tried to play and are turned away by it. Mind sharing with me your screen resolution?
It says 3584 x 2240. (This is a Windows VM running on a Mac Retina.) Don't know how that would be affected by going into fullscreen mode.
I have more feedback where that came from (especially since, as you may guess, I've spent a large amount of time thinking about game design for HoMM). Happy to chat more privately.
that's great! Could you contact me on twitter (@artprocedural) or on mail? (thingonitsown@gmail.com). I have a new build with some resolution fixes and I'd love it if you could stresstest it.
Also the whole game design part! I have a specific dilemma I'd like to ask you about.
My cursor doesn't point where it says it does when I use my monitor, there's black space above and below the game, and the cursor is higher than it should be the further up it goes and lower vice versa. There are no resolution or fullscreen/windowed options which might have fixed it.
a while ago, I did an update to fix some of these issues, but I'm aware there are still issues with some aspects. If you could write me your screen resolution, I'll use it to test and figure out what the problem might be.
Windowed mode is a good idea too, I'll check out if that helps. Thanks!
reaallyy cool game reminds me so much of the good old Heroes V! Graphics are amazing! But i encountered one problem i played 1v1 map builded a powerful army and wanted to pay a visit to my enemy, but at the only passage i killed the enemy and then i coudnt go throuth.. it said no path found... Hope u can fix this (:
odd! If you send me your save file (save from menu when you press esc in game), I'll take a look at that. bhauerm@gmail.com. Might get a fix out early this evening
Thank you, I'm always glad to get bug reports. I imagine this bug happened during an AI turn? In that case, it's been fixed in the next version. Otherwise, please specify so I can make the game even better.
___________________________________________ ############################################################################################ ERROR in action number 1 of Draw Event for object obj_con:
Push :: Execution Error - Variable Index [-8] out of range [8] - -1.btx(101668,-8) at gml_Script_get_path ############################################################################################ gml_Script_get_path (line -1) gml_Script_do_AIturn gml_Object_obj_con_Draw_64
the bandaid fix was simple enough, though I still don't know the cause for the bug. If you wouldn't mind sending me your save file, I'd be very happy.
It's to do with pathfinding breaking, but the script is usually 100% stable, so I'm wondering if there's something fucky to do with map generation that causes it.
This bug is caused by all your hero skills slots being filled and the game wanting you to pick something to finish leveling up. If you want to continue playing, here's a fix:
Problem with AI armies - they keep standing next to their dwellings. As they spawn every week - when I reach them I need to fight multiple armies on one square. This is my wild guess. It feels like attacking an army which does not disappear.
BTW do you have some public repository of bugs / TODOs?
Last but not least - fun game! Keep up the good work.
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_castle:
Unable to find instance for object index 218991
at gml_Object_obj_castle_Draw_0
############################################################################################
gml_Object_obj_castle_Draw_0 (line -1)
oh there you are! You posted earlier too, and then your comment disappeared! Well, if this is the same bug, I've found the bug and the fix will be in the update coming out in ~1 hour.
That’s you call.
BTW where are the save games and what file name do they have.
I think i got an reproducible crash (again some indexing out of an array) and i would like test if i can isolate the problem and make it really easy to reproduce. So you can look into it.
While the game still tends to crash, you might want to think about supporting multiple savefiles and save into a different save file each round. You could then load the file the biggest round number or make an ingame dialog which file to choose.
While this might allow save scumming it would help with debugging.
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 0
for object obj_mapinteract:
Variable Index [1] out of range [0]
at gml_Script_upgradecreaturesinarmy
############################################################################################
gml_Script_upgradecreaturesinarmy (line -1)
gml_Object_obj_mapinteract_Other_10
gml_Object_obj_army_Draw_0 (line -1)
The save files are in the /AppData/Local/Hero's Hour folder names save1.txt. I do want multiple save files, like three rotating ones, but there's a bit of UI work there, so it's a bit in the future, maybe v05 more likely than v04. You can send it to me, perhaps? bhauerm@gmail.com
I don't worry about save scumming so the more options the better if you ask me :D
Please don’t mark as playable on Linux without a Linux build. All Windows builds can potentially run through Wine but that doesn’t mean they’re supported by you or the Wine devs.
I played it for quite a while but then the game crashed haha. I suppose I had too large of a stack army - as each battle I had with more units, I felt a gradual "slowness/lag" until a game error crashed the game.
I think you should reduce the time it takes for hover-over tooltips to show. I found myself constantly wanting the tooltip hover to show up faster so I can read what the thing does. And on that note, there's still some things that I had trouble understanding that you could make clearer. For example, I didn't know how mana regened at all. Perhaps add more tooltips / tutorial / gameplay mechanic page.
I only played 1 faction nor did I fight the other faction AI but overall, it's very polished from what I've experienced! Honestly, I can see this as a release with a price tag on it. Just do some more polishing and get some audio into it and package it up! :)
thanks for the feedback! You're very right about those points. I have some ideas of what to do to fix it, more tooltips, quicker (instant if you recently looked at one), and some battle optimizations.
If you remember anything about what specifically happened when the game crashed, do let me know. Battles should be 100% stable so there must be something I can do
If I remember correctly, I think I read that the crash error said something was out of bounds. I had a big death stack army and during the battle, I think I saw some units phasing out of the field onto the edges.
Okay - I'll try to do some temporary fix for other resolutions for the next release (maybe later today). It might not look perfect, but at least it will be playable. Could you tell me what resolution you use?
I wonder why you couldnt move your heroes, then. Did you try a) ending your turn (this updates pathfinding) and b) sorry if this sounds silly but I guess I didn't explain you move using right mouse button click
Duly noted! I will probably implement and test UI scaling somewhere down the road, though probably not in the next week or two. Could you tell me your resolution?
I just uploaded v.022 which should fix the resolution bugs. The UI might look a bit squished, but the rest of the game should look alright - and, importantly, you can actually press buttons now :D
it needs a small adjustment (the smaller buttons like the "hire" and "max" can't be clicked) I tried clicking them but couldn't (a smaller resolution doesn't work)
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It's on my todo list, though it is very difficult for me to work with on my current setup, since I don't have any screens to test on. Could you take a screenshot and share it here? Thanks for playing :D
Alright, there's two easy fixes for me to do (apart from doing a whole UI rewrite which is eeeh not my favourite idea right now). One is to make UI scale to no more than 100% - which wouldn't make the text larger, but would make it, y'know, pixel-perfect. The other is to turn anti-aliasing on. Right now, it's on if your resolution is less than 1080p - but I could turn it on for all resolutions but 1080p.
Writing this out, the best solution is probably to do both and make an option in the options menu to toggle between them.
Hi! This is Darmani here, the creator of Project Ironfist ( www.ironfi.st ). I really enjoyed my playthrough today. Thank you for helping to keep the spirit of HoMM alive.
I've posted about this game on CelestialHeavens: https://www.celestialheavens.com/forum/16/17275
Hey, thanks for playing! Also for the forum post - if nothing else, there is some valuable feedback there.
I really need to get to hunt down that screen resolution error sometime soon. I wonder how many people have tried to play and are turned away by it. Mind sharing with me your screen resolution?
It says 3584 x 2240. (This is a Windows VM running on a Mac Retina.) Don't know how that would be affected by going into fullscreen mode.
I have more feedback where that came from (especially since, as you may guess, I've spent a large amount of time thinking about game design for HoMM). Happy to chat more privately.
that's great! Could you contact me on twitter (@artprocedural) or on mail? (thingonitsown@gmail.com). I have a new build with some resolution fixes and I'd love it if you could stresstest it.
Also the whole game design part! I have a specific dilemma I'd like to ask you about.
My cursor doesn't point where it says it does when I use my monitor, there's black space above and below the game, and the cursor is higher than it should be the further up it goes and lower vice versa. There are no resolution or fullscreen/windowed options which might have fixed it.
a while ago, I did an update to fix some of these issues, but I'm aware there are still issues with some aspects. If you could write me your screen resolution, I'll use it to test and figure out what the problem might be.
Windowed mode is a good idea too, I'll check out if that helps. Thanks!
reaallyy cool game reminds me so much of the good old Heroes V! Graphics are amazing! But i encountered one problem i played 1v1 map builded a powerful army and wanted to pay a visit to my enemy, but at the only passage i killed the enemy and then i coudnt go throuth.. it said no path found... Hope u can fix this (:
odd! If you send me your save file (save from menu when you press esc in game), I'll take a look at that. bhauerm@gmail.com. Might get a fix out early this evening
I love playing this, and insane respect to you for how quickly you've been fixing everyone's bugs. This is something I dream of making, good job!!
Great game! Love the look and feel, although I get a crash here and then. (Gaming on Linux)
Thank you, I'm always glad to get bug reports.
I imagine this bug happened during an AI turn? In that case, it's been fixed in the next version. Otherwise, please specify so I can make the game even better.
Yes it happened during an AI turn. Cant't wait to get the fixed version :) this happens in every game I start and it is kinda frustrating.
You did a fantastic job in capturing the fun in Heroes. :)
Got another error unfortunately =/
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_con:
Push :: Execution Error - Variable Index [-8] out of range [8] - -1.btx(101668,-8)
at gml_Script_get_path
############################################################################################
gml_Script_get_path (line -1)
gml_Script_do_AIturn
gml_Object_obj_con_Draw_64
Thanks, I'll take a look at that. Does it happen every time you end your turn?
the bandaid fix was simple enough, though I still don't know the cause for the bug. If you wouldn't mind sending me your save file, I'd be very happy.
It's to do with pathfinding breaking, but the script is usually 100% stable, so I'm wondering if there's something fucky to do with map generation that causes it.
sure, where would one find the save file?
Hi !
Your game is amazingly addictive !
Quick bug report:
I encountered a weird bug at level 19 : I can't close the Leveling up window :
I tried clicking End turn, it does end the turn, but the Leveling window is still there, same with if I close the game and reload.
Aside from that, the game is great! The never ending AI turn bug that occurred randomly in 0.33 seems to be gone :D
This bug is caused by all your hero skills slots being filled and the game wanting you to pick something to finish leveling up. If you want to continue playing, here's a fix:
https://drive.google.com/file/d/15fYMkNyIgYvuhInkZlGj6DX73tMXjHDV/view?usp=shari...
Thank you for playing! It's always fun to see people's play sessions! Go and beat that AI!
-TOIO
Edit: Fixed in current release
Thank you so much ! It's working perfectly ! I'm so glad I have not lost my save :D
great start, it would be nice if you can decrease the time for AI turns
hey thanks! I actually do have something in mind for severely speeding up the AI - I'll add it to my to-do list
Problem with AI armies - they keep standing next to their dwellings. As they spawn every week - when I reach them I need to fight multiple armies on one square. This is my wild guess. It feels like attacking an army which does not disappear.
BTW do you have some public repository of bugs / TODOs?
Last but not least - fun game! Keep up the good work.
huh, interesting. I remember writing a specific piece of code for enemy dwelling armies. I should check it over, see if I can fix that.
And since you asked, I just went and made a small bug fix / bug report document:
https://docs.google.com/document/d/1s4ZppxIFGWQdN50BVqQJ1h9em9fo8zAXBxMZBP-BDP8/...
Thanks! Glad you enjoyed it! The update I'm working on now is going to make the game even better.
I sometimes get errors like:
oh there you are! You posted earlier too, and then your comment disappeared! Well, if this is the same bug, I've found the bug and the fix will be in the update coming out in ~1 hour.
Thanks by the way :D
EDIT: Bug's been fixed in v031
BTW the game runs great on Linux through Wine. The itch client (yes that thing exists) sets it up flawlessly.
oh, really good to know! Should I set the file to say playable on Linux?
That’s you call. BTW where are the save games and what file name do they have.
I think i got an reproducible crash (again some indexing out of an array) and i would like test if i can isolate the problem and make it really easy to reproduce. So you can look into it.
While the game still tends to crash, you might want to think about supporting multiple savefiles and save into a different save file each round. You could then load the file the biggest round number or make an ingame dialog which file to choose. While this might allow save scumming it would help with debugging.
The save files are in the /AppData/Local/Hero's Hour folder names save1.txt. I do want multiple save files, like three rotating ones, but there's a bit of UI work there, so it's a bit in the future, maybe v05 more likely than v04. You can send it to me, perhaps? bhauerm@gmail.com
I don't worry about save scumming so the more options the better if you ask me :D
Please don’t mark as playable on Linux without a Linux build. All Windows builds can potentially run through Wine but that doesn’t mean they’re supported by you or the Wine devs.
Alright, sure. I had another person suggest I did.
Hey this is pretty awesome!
I played it for quite a while but then the game crashed haha. I suppose I had too large of a stack army - as each battle I had with more units, I felt a gradual "slowness/lag" until a game error crashed the game.
I think you should reduce the time it takes for hover-over tooltips to show. I found myself constantly wanting the tooltip hover to show up faster so I can read what the thing does. And on that note, there's still some things that I had trouble understanding that you could make clearer. For example, I didn't know how mana regened at all. Perhaps add more tooltips / tutorial / gameplay mechanic page.
I only played 1 faction nor did I fight the other faction AI but overall, it's very polished from what I've experienced! Honestly, I can see this as a release with a price tag on it. Just do some more polishing and get some audio into it and package it up! :)
thanks for the feedback! You're very right about those points. I have some ideas of what to do to fix it, more tooltips, quicker (instant if you recently looked at one), and some battle optimizations.
If you remember anything about what specifically happened when the game crashed, do let me know. Battles should be 100% stable so there must be something I can do
If I remember correctly, I think I read that the crash error said something was out of bounds. I had a big death stack army and during the battle, I think I saw some units phasing out of the field onto the edges.
interesting, I'll have a look at that
Ok) I change resolution to hit a buttons. But still can't move the hero from start position. He ignores mouse and keyboard)
Okay - I'll try to do some temporary fix for other resolutions for the next release (maybe later today). It might not look perfect, but at least it will be playable. Could you tell me what resolution you use?
I usually use a custom resolution of 1600x900 but in order to hit the buttons in this game I switch to 1920x1080
I wonder why you couldnt move your heroes, then. Did you try a) ending your turn (this updates pathfinding) and b) sorry if this sounds silly but I guess I didn't explain you move using right mouse button click
lol RMB work) Thank for support! Could you tell what gameengine you use?
I'm using Game Maker Studio 2 - really good for quick prototypes and 2D games
looks like a good game but... there needs to be a way to change the resolution :/ otherwise I can't play unfortunately
Duly noted! I will probably implement and test UI scaling somewhere down the road, though probably not in the next week or two. Could you tell me your resolution?
my resolution is 1280 x 1024 (that's what it says on my screen's resolution.. it's the "recomended")
I just uploaded v.022 which should fix the resolution bugs. The UI might look a bit squished, but the rest of the game should look alright - and, importantly, you can actually press buttons now :D
niiice (Now i can have undeads? XD!!)
it needs a small adjustment (the smaller buttons like the "hire" and "max" can't be clicked) I tried clicking them but couldn't (a smaller resolution doesn't work)