Open HalfBlu3 opened 1 year ago
Figured it out. It can only export to certain folders for whatever reason. To make sure it will work, make a dummy folder and put it in the destination. When the prompt comes up, if you don't see the dummy folder it can't "read" the folder and won't export successfully.
@HalfBlu3 Did you have any success with Brotato?
Yeah, I ended up reinstalling like twice and then it just worked. No idea why. Never got the game functionally ported, but the .vpk would be exported properly and did run so long as I used a dummy folder to export to. As for the game itself, I got steam functionality stripped, but I never got past the godot screen. I think something in the game was referencing a null file or something, but the game didn't have a log built in and I lacked the godot knowledge to cleanly add one, nor did I really understand how the game worked under the hood (and no one on the modding discord was interested in helping with the project). Combine that with school picking up and I just sorta abandoned the project. I have the files somewhere, so maybe someday I'll keep trying.
@HalfBlu3 I actually got the game running. I initially got stuck on godot screen as well. The reason that it wasn't getting past that is because the title screen uses more vram than vita has. I removed all the animated sprites from the title screen and it worked. The performance is not perfect but it is very playable. I'm experimenting with compressing the assets for better performance. After that I'm planning to work on a guide or something for the community on how to get it working.
Oh, that's awesome! I was considering starting up the project again if you want any help. Out of curiosity, how did you figure out it was a vram issue? Was it just trial and error?
@HalfBlu3 So I was using PrincessLog for logging and saw some error messages related to memory. They were not very clear though so I looked into the monitors section of godot's debugger. I observed the vram usage there and noticed that even though the game usually uses around 50-60MB of vram, in the title screen it goes above 100MB. I was able to get it down to the usual 50-60MBs by removing some of the assets from the title screen and the game was able to start.
hmm, I didn't know there were log programs even available on the vita lol. Guess that's what happens when I don't have the proper time to deep dive. That's a surprisingly simple fix. Good luck finishing the project!
Godot version: 3.5.cr5 OS/device including version: Windows 11 Issue description: When I try to export my game, nothing get output. I can make a .pck or .zip, but not a .vpk. When I click export all -> release, the packing progress bar goes to 92-97%, but the exporting bar stays at 0% and then the export window closes. When I check the export location there's nothing there. Export project also goes to like 92-97% before closing with no output. Minimal reproduction project: Brotato on steam with Steam functionality stripped out.