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I was curious about the newupdate, but it does not work for me: “Hive Time.app is damaged and can’t be opened” (M1 mac).

I double checked with version 1.1 and that one launches fine, but I noticed the following

1.2: Application (Universal) 1.1: Application (Intel)

So it seems to be a recent change.

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Sorry to hear you're having trouble. Have you checked the "MacOS says the app is damaged!" section of the Technical Help section here on the Itch page? I have some suggestions that may help.

oh! I totally missed that section, that solves it thanks!

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No worries. Glad to hear you're up and running!

Many downloads.

But not one version of the game works for me. :(

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Hi! Sorry to hear you're having trouble.

Can you give some more detail on what's happening? Are you seeing an error? Does the game start at all? Does it crash, or does it freeze up? Can you also tell me which downloads you have tried?

It'd be good to check whether the game has created a log (there are instructions on where to find it in the "Log, save, and config file locations" section here on the store page). If it has, could you email that to the address under the Technical Help section of the store page?

I'm sure it's a fun game, but the game keeps freezing up during the tutorial, and I'm not exactly using a crappy computer. Not sure what's going on, but I'm not getting very far because of this.

Hi! Sorry to hear you're having trouble! Could you send a copy of a game log from a play session where this occurs to the address in the "Technical Support" section of the FAQ here on the game's page?

Hi again! I just wanted to follow up and check whether or not you'd sent through some more information. If you have, I haven't seen it arrive at this end. I would definitely like to be able to look into this, but currently, I am unable to reproduce the problem, so I don't have enough to go on.

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So far I've played up until getting my first new queen and I absolutely love it. The look of the game is gorgeous, I love that you can physically see your bees going about their tasks. Gameplay was fun, relaxing, and super polished. Things come at you really fast in the beginning, but other than the relatively generous queen timer I never felt pressured to make too many decisions too quickly. Super fun game

Thanks for your kind words! I'm glad to hear you're enjoying Hive Time so far :)

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very cool game. i like it

Thanks! I'm glad to hear you found it interesting!

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Just to be clear I wasn't actually asking for your help with resolving the issue I was having & I know something like this is better suited to a tech forum etc.

I just thought it was something you might want to know given that yours was the only game that gave me an error like that. I originally played the game on an old laptop (manufactured in 2006) w/ an intel Celeron CPU & Family 4 Graphics chipset (integrated)  & had no issues getting it to run. But on my much newer laptop (Manufactured in 2017) Intel i5 w/ Intel HD-3000 Graphics (integrated). <the msg basicly told me I needed to get a new vid card & I already have the newest drivers intel released in 2015.>

I have experiance in various game engines etc, so the only ideas that made sense to me is maybe the use of Vulcan in place of older versions of Open GL is causing the issue. I do know that older support for Open GL 2.2 & below <non-vulcan> hasn't been added into Godot 3.4 yet. Considering formal adoption for Vulcan was in 2016 by AMD/Nvidia & this graphics chipset came out in 2011- but it claims to support up to DirectX 11.1.

 I can run other games that do use vulcan as a backend & things like like the Gadot engine, so maybe it doesn't support the specific version your game uses, or maybe your game is having issues trying to  detect what features the graphics card is actually able to use. For instance I can run games like factorio, autonauts & Autonauts-A-vs-PB, Terratech, Subnautica, & Subnautica below zero flawlessly- the only other kind of issue i've ever had was with certain assets showing up either all white, or all black & that was in only 2 games- Astroneer & Dyson Sphere Project. I deal in IT daily, so I will either fix the problem or migrate to something that will- like the Ryzen 5 I'm repairing.

Anyways, I appreciate you reaching reaching out, despite you not having to & hope you have good luck in your endeavors.

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Thanks for the extra information! I don't get notifications for and don't look at my reviews very often, so it's very easy for stuff to slip by me there.

I use Godot 3.4's GLES 3 renderer (which does have a GLES 2 fallback - you can launch it with --video-driver GLES2 to force that, though it doesn't look ideal), and I've had the game running on Intel HD-3000 chips in the past. It's Godot 4.x that doesn't have an OpenGL 2 renderer.

I'd love to see a copy of your game log if you're willing to share one. If not, please do let me know if you come up with a solution. There might be something I can do to help the situation, and I'd like to have a solid understanding of the problem so that I can help others in the future.

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I have tried to run it from a Std directory, as well as a ramdrive <which is how I run pretty much any game that will fit.> Both had the same error.

All the logs had the exact same 1-line error before stopping without logging any further data, so I only sent the latest one, & the screenshot of the error msg itself from the game.

I also thought I'd mention that this laptop has the latest 2015 intel drivers; not the 2012 ver. like the older laptop that ran it fine did.

I thought Id leave some relevant device info here

OS: Win 7 Home Premium SP1 (64-Bit)

Make: ASUS 

APU: Intel i5-2450(Mobile) @2.50GHz

RAM: 8 GB (7.78 usable)

It is definitely the GLES 3 renderer,

However; I tried with the GLES 2 fallback & it does let the game run again, so thanks for that- I'm also including the working log for the (GLES2 Fallback) in a seperate file just in case. <oh it did run fron the ramdrive w/ the fallback, hence the Drive:L in the log>

The bees are angry no more ;) ...

hive-time_2023-01-02_05.30.39.log

Godot Engine v3.2.2.stable.official - https://godotengine.org

**ERROR**: Error initializing GLAD

  At: drivers/gles3/rasterizer_gles3.cpp:141:is_viable() - Error initializing GLAD

<So the GLAD rasterizer isn't initializing properly.>

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

hive-time_2023-01-02_05.33.06.log (GLES 2 Fallback)

Godot Engine v3.4.4.stable.official.419e713a2 - https://godotengine.org

OpenGL ES 2.0 Renderer: Intel(R) HD Graphics 3000

OpenGL ES Batching: ON

WARNING: Cannot allocate back framebuffer for MSAA

   at: _render_target_allocate (drivers/gles2/rasterizer_storage_gles2.cpp:5141) - Cannot allocate back framebuffer for MSAA

ERROR: MSAA not supported on this hardware.

   at: render_target_set_msaa (drivers/gles2/rasterizer_storage_gles2.cpp:5700) - MSAA not supported on this hardware.

Setting up population menu

Loading external resources

Loaded 218 vignettes

Loaded 10 Queen portraits

Done loading external resources

Using random queen name

New queen name is Evelyn

Queen actions: 9

Queen idles: 5

Unable to open blacklist file user://chat_blacklist.json for reading (this isn't necessarily bad - it's OK to not exist)

Unable to open chat user whitelist file user://chat_whitelist.json for reading (this isn't necessarily bad - it's OK to not exist)

Unable to load user config. Using defaults.

Checking settings file version

Found: 

Found old settings file.

Game version: v1.2-119-g6b17df04

Running on Windows

Loading fonts from L:/Hive Time Version v1.2-119-g6b17df04 Win/fonts

Loaded HUD font as [DynamicFontData:4933]

Loaded misc font as [DynamicFontData:4934]

Loaded bold misc font as [DynamicFontData:4935]

Loaded chat font as [DynamicFontData:4936]

Loaded CKJ fallback font as [DynamicFontData:4937]

Loaded emoji fallback font as [DynamicFontData:4938]

Reminder status 0

Setting up menu bees?

Resetting to defaults.

Setting action list

Unable to load user config.

No custom bindings defined.

Making custom music folder since it doesn't already exist

Making custom music folder since it doesn't already exist

Toggling debug stuff False

Updating chat bee life mode to 1

Quitting chat

Updating chat status disconnected False

Done loading settings

Setting up menu music

Done setting up menu music

[User-Agent: HiveTime/v1.2-119-g6b17df04 (Godot)]

Current version: v1.2-119-g6b17df04, Latest version: v1.2-129-g74dbb915

Currently running version is not latest patch.

0antialiasing

ERROR: MSAA not supported on this hardware.

   at: render_target_set_msaa (drivers/gles2/rasterizer_storage_gles2.cpp:5700) - MSAA not supported on this hardware.

Quitting

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

END OF FILE

Thanks so much for that! I'm glad to hear that the GLES2 fallback is working for you.

Godot's GLES3 renderer requires OpenGL 3.3 apparently, and it looks like the HD 3000 chipset only supports 3.0 on Windows (it's 3.3 if you're on Linux or MacOS \o/ ). So far as I can tell at the moment, this requirement doesn't appear to have changed since the initial release of Godot 3.0.

There is a setting for enabling that fallback by default, but I've never touched it and it's currently off. Perhaps falling back to that automatically was enabled by default in older versions of the engine. I'll set that to be enabled in future builds of the game.

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In regards to your comment,

"Godot's GLES3 renderer requires OpenGL 3.3 apparently, and it looks like the HD 3000 chipset only supports 3.0 on Windows (it's 3.3 if you're on Linux or MacOS \o/ )." Being that I specialize more in hardware than software; even if I was using Linux or Mac, it's unlikely that it would run with OpenGL 3.3 anyway- as in most cases the limiting factor here would probably be that the integrated chipset doesn't have the hardware to support the use of newer protocols. For instance I know of a few lighting/shader issues it has. Just like in general most pre 2016 graphics cards have no support for vulkan. Only manufacturers that attempted to future-proof them were able to give them added functionality via v-bios updates because the underlying architecture was already there. Regardless I'm grateful for the help, & wish you the best!

as in most cases the limiting factor here would probably be that the integrated chipset doesn't have the hardware to support the use of newer protocols

Just to clarify, Linux and Mac drivers for that specific chipset advertise 3.3 support, and I've previously had the game running on a HD3000 chipset on Linux with the GLES3 renderer in the past. It's possible that there are unimplemented 3.3 features, but I don't recall seeing any rendering bugs, so any would most likely be features that Hive Time isn't using, though driver developers seemed to think otherwise when 3.3 support was enabled. Apple maintain and distribute graphics drivers themselves (although don't have a history of providing particularly good or timely OpenGL support), and Intel graphics drivers for Linux are open source and community maintained. That allows driver development to continue beyond Intel's internal driver development lifecycle.

The nice thing about drivers is that although generally not as fast as what embedded firmware can do, the abstraction makes it easier to do things like this where additional APIs are exposed to ask hardware to do stuff that it's capable of but previously wasn't doing and/or to supplement behaviour in software.

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It's not often I play this genre of game, but it caught my eye after appearing in my randomizer suggestions.

I loved this game through and through. The effort put into this game shows. The role changes are annoying but with the overall vibe of the game, it just feels like the developer is trolling you with a small joke before things get back in order, making things feel generally lighthearted and enjoyable.

I have not paid for the game yet, but absolutely will be doing so the moment I get the chance. Thanks for a fun two hours, I'll be back at it again tomorrow most likely.

Thanks for your kind words! I'm glad to hear you found the game interesting even though it's not your normal fare.

Since the game is primarily about finding balances, events primarily exist to throw those balances off and hopefully give players opportunities to discover value in redundant resources/infrastructure and how to recover from setbacks.

There are options to disable all events, and it's possible to have the game load modified data files with those events removed, so there are options for people who'd rather play without them. I feel like they're a part of the game's tone and a way through which it expresses the things I was trying to communicate, so it's nice to hear that they are appreciated as the friction points they're intended to be.

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My queen nearly died but then the slugs repaid their debts!

Absolutely amazing. Really great design.

Somehow I was kind of stuck trying to keep a "bee" hive design like how it was at the beginning... (see picture)

Thank you so much for all your efforts. 

Thanks for your kind words and for sharing your "bee" hive! My I share your screenshot?

A lot of Hive Time was informed by my experiences with the original SimCity in the 80s, where I spent my time exploring the simulation by building cities with weird and interesting constraints. It is always a joy to see players engaging with Hive Time in that way.

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I hereby grant you the non-limited right to share this screenshot. ;)

Oh yes, SimCity. Also Crazy Machines and Commander Keen.
Different genres but those were the times.

I realized there are a lot of funny little moments and stories in the game when you click on of the bubbles that appear. Might be nice if there was a feature to have them clicked automatically or a mode where they do not appear (for others). But it is not necessary in any way.
Being able to name the queen and being able to chose "stay here" or "move on" is really good. 

Thanks!

There's already a "find your own fun" setting for skipping vignettes when starting a new game. I'm wary about having vignettes confused with events if they appear automatically, but I'm open to the idea of allowing the management shortcut modifier key to allow showing vignettes without zooming to a cell by clicking on the icon bottom left that appears for them.

I completely forgot to make mention here, but using the shortcut for skipping straight to management screens (Ctrl by default) now allows you to activate vignettes by clicking on their notification icon in the HUD as of the game's most recent beethday.

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