COGDemos bugs/requests

Just checked out Blood Legacies since that was affected but it works fine now. Thanks for your hard work.

Btw do you need some coffee since you did the update at 2 am???

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I could use it, that’s for sure! But I should probably go to bed since I have work in the morning. :sob:

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Hi there! I think I’ve mentioned this in another thread, but I’ll repeat it here for clarity. I’m encountering an issue where the game always gives an error on the first *return, saying that the *gosub wasn’t called, even though it clearly is. This problem only seems to happen on CoGDemos, as it worked fine on Dashingdon, it works on itch.io, and CSIDE doesn’t flag any issues with the code.
I was wondering if this bug has been addressed yet, or if there’s any insight into why it’s happening specifically on CoGDemos?

Thanks for your help and hard work!

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Hi! I just updated the code on Sunday night. Are you still having the issue?

If so, can you send me the link so I can test (not sure if it’s a public game or not)? As far as I know, others are using gosub commands and they are working, but I’m not 100% certain of that, so if I can test yours, it would help.

Thanks!
(I’m Tina, by the way!)

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Thanks for the quick reply! I just tested it again, and the issue is still there. I was about to write you a detailed response, but then it occurred to me that I might be able to simplify the scene and work around the problem (I think there’s another *goto before the *return, which could be causing it). It’s strange that it only happens with CoGDemos, but if I can fix the code so it doesn’t happen anymore, I’ll save you the trouble of looking into it :grin:

I’ll play around with it a bit and let you know later!

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Hey again Tina! (By the way, I’m Nate! Nice to meet you)

I’ve found a workaround, and everything seems to be working fine now. I’m not sure if the double *goto was causing the issue, especially since this is the first time it’s happened (it was the initial scene of After Dark, and it hadn’t been touched since 2021!), but I think it’s rare enough that it doesn’t require too much concern.
For anyone with a similar problem, a simple *goto to return to the initial scene could replace *gosub + *return, as long as the scene allows it. Of course this won’t always work, but in my case, it was easy as that.

Thanks again for your help, I really appreciate it!

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Hi Nate! Nice to meet you, too. :slight_smile:

I’m glad that you found a workaround! I’ll bookmark your post in case I see anyone else with the gosub problem. Thanks for letting me know!

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What is up with this error. I’m getting it on every single WIP in the most random of places without warning.


It also makes me unable to save, very frustrating.

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Hello @EvilChani
First of all my condolences and your life comes before anythink no problem.
I found time to properly test it. Translation works as intended and I don’t see any problems. How ever like I said before I’am blind and I can’t talk about or test pictures.

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Try clearing your cache. The message basically means that your local storage is full. That should fix it. You may lose your local saves, however.

The dev messaged me a little while ago and put in a fix for this issue. I need to do some testing on it before merging it and pulling to production.

@LeannaMandragoran Thank you for your condolences. I’m glad you had time to test it and that translation is working well now. Is the screen reader working any better now that we aren’t using a frame for the game? I’m hoping that helped the screen reading issue.

Also, I’m working on a screen reader friendly view of the games lists, but don’t have it working right yet. When I think it’s ready, I’ll probably tag you to test, if you don’t mind. :slight_smile:

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Hey Tina, I’ve got a request this time!

While compiling and running a game, I noticed that ChoiceScript has no trouble playing .ogg files using the *sound command. However, CoGDemos currently only supports .wav and .mp3 files.

Since .mp3 is proprietary (AFAIK), I doubt it would be allowed for publication, and .wav files are incredibly large—one file is 26 MB (which even triggers a 413 error on the server), whereas the same file in .ogg is just 783 KB!

Do you think it’d be possible to add support for .ogg files?

Thanks so much in advance! :smiley:

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In the US the last MP3 patent (from 1995) expired back in 2017. For the rest of the world it was even earlier still.

So from a legal standpoint nothing’s stopping you from shipping mp3s in your game.

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In Europe, companies are always a bit hesitant, even though the licenses have now expired. The last time I discussed this with a company was in 2020, and they still chose to avoid MP3s. If integrating .ogg isn’t an option, though, MP3 would be the better alternative, I agree.

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Hi Nate!

Done and tested. You can upload ogg files now. :slight_smile:

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This is officially the fastest implementation ever! Thank you!!

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You’re welcome. It was an easy fix. I’m good with the easy stuff! :wink:

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Hello @EvilChani
Yes better. Of course I wil happy to test. You can all ways tagg me.

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If anyone has a chance, can you please check out moody.diy and just try to play through the games there (there are only three, lol) to see how your saves are behaving?

The dev made a fix for the issues people are having with their local storage filling up, and though I tested it a bit, I haven’t had a chance this week to do much more than that. It would help to have a couple of other people with eyes on it. If you do test it, please let me know if you run into any issues. It shouldn’t cause any problems, and should solve the full local storage issue, but it’s better to test as much as possible before I pull it into prod.

Also, just a heads up… in the near future, you will be asked to verify your email address. This is necessary for the Patreon plugin to work properly and to ensure security for players and authors alike.

Your email address and login information will never be shared with anyone, and I neither have nor will implement advertising on cogdemos or moody.diy, but I do recommend using a unique password on the site to be security conscious–for example, don’t use your Patreon password on the site. Again, before anything is put onto cogdemos.ink, it will go onto moody.diy first.

The email verification is the first step toward Patreon integration. The dev has divided it into steps, and I will likely ask for some help testing at each point along the way to getting it up and running.

Thanks!

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Hello @EvilChani
I wil test it. I don’t ever see this problem in CoGDemos but steel I wil test it on mudi de.

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Does the CogDemos site have a Darkmode? I’m tired of getting flashbanged when going to any of the menus from a demo with the dark background (even the little menu bar at the top can be too bright sometimes). This might be a stupid question but if there is a darkmode I can’t find it.

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