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celeste's Issues

PlayerIndex incorrect

Not sure what causes this or how it becomes invalid. Error log:

2/22/2018 12:32:21 PM
System.InvalidOperationException: An invalid operation was performed. Is your PlayerIndex correct?
   at Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode)
   at Monocle.MInput.GamePadData.Update()
   at Monocle.MInput.Update()
   at Monocle.Engine.Update(GameTime gameTime)
   at Celeste.Celeste.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at Monocle.Engine.RunWithLogging()```

Article on the physics system has moved

Maddy's article has been updated and moved to Medium, and the original link has been invalidated. It would be nice to update Source/Player/Readme.md to point there instead.

It is a very inspiring design. I modelled a platformer game after this and it's been a delightful experience. Thank you.

Game crash at level exit transition when alt-tabbing

Celeste crashes during the level exit transition when alt-tabbing back into the game. I think pressing buttons on my controller at the same time might be part of the replication, but I haven't been able to reliably replicate this issue - maybe about 15% of my attempts end in crash. I've only had this occur when exiting out of B or C sides.

System Details/Game Settings:

  • Windows 10 Pro 64 bit
  • 1080p

image

Stacktrace:

Ver 1.3.1.2
11/19/2020 12:31:13 AM
System.InvalidOperationException: A previous Draw call threw an unhandled exception. See InnerException for details. ---> System.ArgumentException: An item with the same key has already been added.
   at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at Celeste.PlaybackData.Load()
   at Celeste.Celeste.LoadContent()
   at Microsoft.Xna.Framework.Game.DeviceCreated(Object sender, EventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceCreated(Object sender, EventArgs args)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.CreateDevice(GraphicsDeviceInformation newInfo)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.ChangeDevice(Boolean forceCreate)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.EnsureDevicePlatform()
   at Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsDeviceManager.BeginDraw()
   at Microsoft.Xna.Framework.Game.BeginDraw()
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Paint(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameWindow.OnPaint()
   at Microsoft.Xna.Framework.WindowsGameWindow.mainForm_Paint(Object sender, PaintEventArgs e)
   --- End of inner exception stack trace ---
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at Monocle.Engine.RunWithLogging()

Missing File slot

On rare occasions, the UI for the file slot will not display / ease into the screen

20180303025341_1

Stuck after 2-A mirror cutscene

If you manage to get to the bottom-right corner of the screen at the start of the breaking mirror cutscene (level 2-A), the character will appear inside the floor (one layer lower than usual) after skipping the cutscene.
Apparently, the animation still happens and the character gets moved horizontally rather than to a specific place.

Steam, v.1.2.5.2

Deaths not counting correctly

I'm trying a no-death run (bad idea? bad idea) and any time I die I have to delete the file and restart. I noticed that so far, every time I've died (only in the first chapter thus far) and then exited to the title using "Save and Quit," it counts for two deaths instead of one. Not sure if that's intended or not, but figured I'd open an issue about it in case it isn't

Crashes when moving the window to another monitor

Version 1.3.1.2 crashes in the following scenario:

  1. Start the game. (Starts in fullscreen mode.)
  2. Enter the Options menu.
  3. Switch the option Video: Fullscreen from ON to OFF.
  4. Drag the game window to another monitor.
  5. Game crashes as soon as more than half of the window enters the other monitor.

This used to work without issue on whatever version I was running earlier, probably pre-v1.3.

PlayerIndex incorrect

Hi guys,

I believe this is triggered when a controller vibration occurs in the game (and if rumble settings are accessed). The error occurs with multiple controllers (XBox 360 PC Gamepad).

Ver 1.2.2.0
13-Apr-18 03:45:22 PM
System.InvalidOperationException: An invalid operation was performed. Is your PlayerIndex correct?
at Microsoft.Xna.Framework.Input.GamePad.SetVibration(PlayerIndex playerIndex, Single leftMotor, Single rightMotor)
at Monocle.MInput.Shutdown()
at Monocle.Engine.OnExiting(Object sender, EventArgs args)
at Microsoft.Xna.Framework.Game.HostExiting(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnExiting()
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Monocle.Engine.RunWithLogging()

(bug) (Win10 store) edited controls revert after relaunch

platform: Windows 10 (Microsoft store) x64

how to replicate:

  1. change your keybinds (I use space to jump and shift to dash)
  2. go to the main menu
  3. press quit
  4. relaunch the game
  5. it's bugged

How to fix:

  1. open your keybinds menu
  2. chose a keybind (any works), they should be what you want them to be
  3. change the keybind (works if you change it to itself)
  4. load a file, and it's fixed

Crash on launch - 1.4.0 on Steam Deck FMOD ERR_FORMAT

Apologies, I don't have my Steam Deck on me so I can't upload the whole crash log just now, but I cannot play Celeste on my Steam Deck as immediately after displaying the "Extremely OK Games" splash (for like 0.1 seconds) I get an ERR_FORMAT crash from FMOD.

Bug concerning changed Game Speed + Dream Blocks

Turning the game speed down in Assist Mode causes the player to be unable to (instantly) hold on to dream blocks (hope that's the correct term, I mean those in Chapter 2) after dashing through them.

The 50% Game Speed Option seems to be unaffected by this.
70% Speed seems to work for most blocks but not some.

Platform: Linux
Celeste Version: 1.2.4.1 (itch.io)

.

. That was unfair of me. The code works, the product makes money.

Texture larger than 4096 being created during Feather Minigame

Shouldn't allow this to happen

==========================================

Ver 1.2.1.5
3/3/2018 4:17:51 PM
System.NotSupportedException: XNA Framework HiDef profile supports a maximum Texture2D size of 4096.
at Microsoft.Xna.Framework.Graphics.ProfileCapabilities.ThrowNotSupportedException(String message, Object arg1, Object arg2)
at Microsoft.Xna.Framework.Graphics.Texture2D.ValidateCreationParameters(ProfileCapabilities profile, Int32 width, Int32 height, SurfaceFormat format, Boolean mipMap)
at Microsoft.Xna.Framework.Graphics.RenderTarget2D.CreateRenderTarget(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, Int32 preferredMultiSampleCount, RenderTargetUsage usage)
at Microsoft.Xna.Framework.Graphics.RenderTarget2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, Int32 preferredMultiSampleCount, RenderTargetUsage usage)
at Monocle.VirtualRenderTarget.Reload()
at Celeste.BreathingMinigame.BeforeRender()
at Celeste.Level.BeforeRender()
at Monocle.Engine.RenderCore()
at Celeste.Celeste.RenderCore()
at Monocle.Engine.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Monocle.Engine.RunWithLogging()```

Game freezes/lags during dashes or deaths.

This isn't a consistent issue, but it happens in buffers when attempting to play. The game only lags when dashing in large areas or dying to obstacles. OpenGL and other beta versions do not seem to fix this issue, as well as Windows compatibility modes. The freezing lasts around 3-5 seconds, enough to disorient the player afterwards from the direction of their jump, effectively making certain areas incredibly difficult to play. This issue exists with fresh installs of the game, and dash assist not turned on. Whenever the game freezes, it also seems to freeze the Steam client as well, however this issue does exist with other installations of the game. Any help would be appreciated!

Weird Bug

I don't know if anyone has seen this, but my game is glitched and I can't figure out how to fix it. When I get to the main menu the game freaks out and rapidly alternates between the first two option (Climb and Pico-8). I've tried relaunching the game, restarting my computer, and reinstalling the game, but I still can't make it stop. It makes the game nearly impossible to get into. I've also unplugged all USB ports with the problem persisting, so I don't think it is a peripheral issue.

Thanks

Stuck on loading screen

After updating to 1.3 Celeste suddenly gets stuck at the initial loading screen when you boot up the game. Killing the game from System Monitor also requires killing an additional SDL Audio-related process.

The game didn't work initially, then it worked for a day or two, and it stopped working today again. No clue what could be the issue behind this.

Running the game on Fedora Linux, native port from Steam.

Key bindings change on relaunch if your keyboard layout does not match your physical keyboard

Seen in 1.4.0 on 64-bit Windows version, downloaded from Itch.

This is really niche I am sorry!

I use a QWERTY physical keyboard, and I use Windows' language settings to use a Dvorak keyboard layout, so that the keycaps don't match the keyboard layout. When I load Celeste, my key bindings are wrong and I need to set them. When I reload, they have been mapped to what the key would have been if I had specified them in QWERTY. Effectively, they move position.

Steps to reproduce:

  1. Set your keyboard up to something that differs from its physical layout, like Dvorak (I have not tested this with other layouts, but I suspect it's an equivalent behaviour)
  2. Launch Celeste
  3. Navigate to Keyboard Options
  4. Set (for example) jump to be H in Dvorak, by pressing the physical C key.
  5. Exit Celeste
  6. Launch Celeste
  7. Navigate to Keyboard Options
  8. Observe that the key for jump is now C, which corresponds to the physical I key.

Optional step: give yourself a hug for making such a wonderful game!

color bug in-game

Hi, when i'm playing i had some issues with some rectangles that appear in some zones, it wasn't very annoying, because they were just in some places. But when i complete the city they are in the whole screen, it only happens in game, in menus or the chapter selection they doesn't appear (at the moment)

Celeste-bug.zip

(image and video of the bug)

"Celeste OpenGL" resets game data and saves empty files to cloud

When looking at Celeste in the Discord game library, there's a dropdown for "play". One of the options is "Celeste OpenGL". Upon choosing this option, the game opened as normal (but in fullscreen, when previously it was set to windowed) and then had none of the three save files that were stored there, two of which had significant progress (one of them had gotten past all C-sides but one).

Looking through the DiscordGames\Celeste\content folder, there are 0, 1, and 2.celeste files in the Saves and Backups folders, sized 21, 25, 22 KB respectively (suggesting that they are empty).

It's (understatement) rather upsetting to lose 46 hours worth of progress on a paid game. This should not be allowed to happen.

Steps to (maybe) Reproduce

  1. Back up your game
  2. Launch Celeste from the Discord library by clicking "Play"
  3. Make progress
  4. Close Celeste, and launch it again, this time by clicking "Celeste OpenGL" in the Play dropdown
  5. Observe progress gone

Controller Rumble Not Working on Ubuntu

I play the game on both Ubuntu and Windows with an X-Box One controller. On Windows, I get a controller rumble whenever I dash. On Ubuntu 18.04.1, my controller never rumbles. I'm running kernel 4.15 currently.

Dash Assist breaks cutscenes

During the scene where Madeline finds Theo in the mirror temple and has to dash to free him, as well as during the credits, having Dash Assist enabled froze the game and made me unable to progress until I closed the game and reopened it.

Some Chinese translation problems

I found some errors in Content\Dialog\Simplified Chinese.txt:

  1. Line 70 OPTIONS_SPEEDRUN_CHAPTER=第章 -> 章节
  2. Line 143 ASSIST_SKIP= 辅助{n}跳 ->
  3. Line 2309 你看到了我内心深处的事,{n}这让我觉得很尴尬。 ->
  4. Line 3487 既是你跑回你的车上,驾车回家{n}也没什么好害臊的。既是 -> 即使
  5. If Alex is Theo's elder sister then all 姐妹 and 妹妹 need to be changed to 姐姐, otherwise all 姐妹 and 姐姐 need to be changed to 妹妹.

One suggestion for improvement is to translate dash into 冲刺 instead of 突进.

Crash at startup on Fedora Linux because of System.EntryPointNotFoundException: SDL_GameControllerRumble

Hi!

I know it's partly my fault for running such an operating system and it's not really a problem since I can also boot up Windows for playing but here's my error anyway:

20.01.2019 13:03:50
System.TypeInitializationException: The type initializer for 'Microsoft.Xna.Framework.FNAPlatform' threw an exception. ---> System.EntryPointNotFoundException: SDL_GameControllerRumble
  at (wrapper managed-to-native) SDL2.SDL.SDL_GameControllerRumble(intptr,uint16,uint16,uint)
  at Microsoft.Xna.Framework.SDL2_FNAPlatform.INTERNAL_AddInstance (System.Int32 dev) [0x000a4] in <52621b1e313941e696b7bf4337060d0d>:0 
  at Microsoft.Xna.Framework.SDL2_FNAPlatform.ProgramInit () [0x00148] in <52621b1e313941e696b7bf4337060d0d>:0 
  at Microsoft.Xna.Framework.FNAPlatform..cctor () [0x00328] in <52621b1e313941e696b7bf4337060d0d>:0 
   --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Object.__icall_wrapper_mono_generic_class_init(intptr)
  at Microsoft.Xna.Framework.Game..ctor () [0x000cd] in <52621b1e313941e696b7bf4337060d0d>:0 
  at Monocle.Engine..ctor (System.Int32 width, System.Int32 height, System.Int32 windowWidth, System.Int32 windowHeight, System.String windowTitle, System.Boolean fullscreen) [0x0000b] in <4d0fb8c0321f48f2b396b070a936db83>:0 
  at Celeste.Celeste..ctor () [0x00012] in <4d0fb8c0321f48f2b396b070a936db83>:0 
  at Celeste.Celeste.Main (System.String[] args) [0x0011c] in <4d0fb8c0321f48f2b396b070a936db83>:0 

The game crashes right after startup and an editor with this error opens.

This just happens when my wireless XBox360 controller is connected. And more importantly, this is just a problem with Celeste-1.2.6.1. Before, I was running Celeste-1.2.4.2 and everything worked fine.

I'm running Fedora 29. I didn't try Ubuntu 18.04 but maybe I can quickly boot up a VM and try to reproduce this.

Softlocks with aim assist

Issue: The game softlocks in certain cutscenes where the character dashes, such as credits, when using aim assist.
How to replicate:

  1. In a save file, turn on assist mode
  2. in a level, pause.
  3. go to assist options
  4. enable aim assist
  5. enter one of those cutscenes

Possible fix: Ignore/turn off aim assist in those cutscenes and enable it after cutscene ends. Or adding additional input to the demo, when assist is on.

Video with the issue: https://youtu.be/2fhDyXxoZcc

Incompatibility with Reshade

Hi, I know this is not actually a Celeste bug (or maybe it is)

But, well, Since The XNA (DX) version of the game not even hooks with this "post-processing inyector".

I just like to understand a bit better why the FNA (OGL) straight right crashes. More exactly trowing a

Microsoft.Xna.Framework.Graphics.NoSuitableGraphicsDeviceException: OpenGL 2.1 support is required!
at Microsoft.Xna.Framework.Graphics.OpenGLDevice.LoadGLEntryPoints()
at Microsoft.Xna.Framework.Graphics.OpenGLDevice..ctor(PresentationParameters presentationParameters, GraphicsAdapter adapter)
at Microsoft.Xna.Framework.SDL2_FNAPlatform.CreateGLDevice(PresentationParameters presentationParameters, GraphicsAdapter adapter)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice..ctor(GraphicsAdapter adapter, GraphicsProfile graphicsProfile, PresentationParameters presentationParameters)
at Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsDeviceManager.CreateDevice()
at Microsoft.Xna.Framework.GraphicsDeviceManager.get_GraphicsDevice()
at Microsoft.Xna.Framework.Game.InitializeGraphicsService()
at Microsoft.Xna.Framework.Game.get_GraphicsDevice()
at Celeste.Settings.get_MaxScale()
at Celeste.Settings.AfterLoad()
at Celeste.Celeste..ctor()
at Celeste.Celeste.Main(String[] args)
There seems to be a problem with the OpenGL32.dll that is required for the hook of ReShade to work.
I tried with various dlls from around the web with various degrees of success but at the end no one work property.

I do not rule out the possibility that maybe AMD and their OpenGL's sketchy support are at fault here.
If that was the case this is maybe helpful

R5 2600x RX 580 W10(1809)
Radeon software version: 18.12.3

I basically try asking here since crosire is not exactly helpful like at all (and not very open to fix things for other people)
That said I asking here out of ignorance, since I not exactly knowledgeable about any of this, as you can clearly tell

I tried, don't kill me.
:^)

Some inaccurate Russian translations in the new chapter

Russian translations for dialogues in the 'Farewell' chapter seem to be slightly inaccurate in a few places:

  • Russian.txt:4630 - ... присматривала за мной{n}на горе {+MOUNTAIN}.
    Since MOUNTAIN =Гора, it ends up as "присматривала за мной на горе Гора." ("looked after me on the Mountain Mountain"). It should probably be "на горе Селеста" ("on the Celeste Mountain"), or something similar.
    Same for :4902 ("на горе {+MOUNTAIN}" = "на горе ГораСелеста").
  • :4746 - Птица не хочет, чтобы я спасла {+GRANNY}. = ... "спасла Старушка" ("to save Granny") Here the grammatical case is incorrect, it should be "спасла Старушку".
    Same for:
    :4717 (не увидим {+GRANNY} = "не увидим СтарушкаСтарушку"),
    :4903 (бросить {+GRANNY} = "бросить СтарушкаСтарушку"),
    :4976 ({+GRANNY} не понравилось бы = "СтарушкаСтарушке не понравилось бы")

There's probably something else, but I've not finished the chapter yet, so I want to avoid spoilers. :p

Request to add player hair class

Hey there!

I am really curious on how you implemented the hair in Celeste. Reading the source code it looks like the hair is dynamically generated somehow depending on the character's velocity(?). I wanted to ask if you guys would be okay with uploading the PlayerHair class used to animate the hair 😄

Have a great New Year's Eve
Sven

Game crashes everytime on 1B ending screen

Here is the error log.
System: Windows 10 1803 (17134.1006)
RAM: 16GB
CPU: i7-7700HQ
GPU: GTX 1050 Ti

Ver 1.3.1.2
2019/10/16 13:38:39
System.OutOfMemoryException:  Insufficient memory to continue the execution of the program.
   at Microsoft.Xna.Framework.Helpers.GetExceptionFromResult(UInt32 result)
   at Microsoft.Xna.Framework.Graphics.GraphicsHelpers.GetExceptionFromResult(UInt32 result)
   at Microsoft.Xna.Framework.Graphics.Texture2D.CreateTexture(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, UInt32 usage, _D3DPOOL pool, SurfaceFormat format)
   at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height)
   at Monocle.VirtualTexture.Reload()
   at Monocle.VirtualContent.CreateTexture(String path)
   at Monocle.Atlas.ReadAtlasData(Atlas atlas, String path, AtlasDataFormat format)
   at Monocle.Atlas.FromAtlas(String path, AtlasDataFormat format)
   at Celeste.LevelExit.LoadCompleteThread()
   at Celeste.RunThread.RunThreadWithLogging(Action method)

System.Exception: FMOD Failed: ERR_INTERNAL on Launch

Issues with the Sound Blaster AE-5 audio card, launching the game under any other audio device works fine except that particular card.

Celeste Error Log

Ver 1.2.3.2
6/24/2018 12:33:53 AM
System.Exception: FMOD Failed: ERR_INTERNAL
at Celeste.Audio.CheckFmod(RESULT result)
at Celeste.Audio.Init()
at Celeste.GameLoader.LoadThread()
at Celeste.RunThread.RunThreadWithLogging(Action method)

==========================================

Sound BlasterX AE-5
Driver Version: 6.0.105.18

How to run

I want to run this code and possivbly learn how this works. How should I run this?

Theo dropped before entering room

This is PC (Steam) on latest v1.2.2.0

I'm playing through Mirror Temple: Rescue (throwing Theo around) and managed to drop Theo before the entry room closed!

Dying fixed it, but I was unable to complete the room (with Theo)

Screenshot:

2018-04-10 13_47_22-celeste - changelog

Save File Corruption

Extremely rare, I've only had 4 or 5 reports. I'm not sure if this is something to do with the game, or related to Steam Cloud. The corrupted files tend to be a large empty byte array, about 20kb.

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