A Hat in Time

A Hat in Time

The Magic Dimensional Rift
Zenith  [developer] 29 Mar @ 11:16pm
The Magic Dimensional Rift v1.0.4 Feedback Thread
You can find the latest changes here: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/3440388265

Issues to report? Post it here and I'll look into it as soon as I can.

Other feedback you want to share? Here is the place to do it as well.

Am I missing any credit where credit is due? Here or DM me if I missed anyone or anything. I'll get back to fixing that ASAP.

Please note that this is all done with my free time. I only ask for patience and understanding if anything from the mod requires attention. My obligation is to real life things first, and my obligation to the mod and any feedback is secondary to that. One very, VERY exceptional exception is if any part of this mod messes with your computers or corrupts save files outside the first save file, I will then pull the mod off the workshop page to fix any severe issues that could pop up based on feedback.

That should be all sans any updates I make. Enjoy the mod! :KidHat:

Edit: Online bonfire bug fixed. No more workaround needed!

Edit2: A game crashing bug has been fixed coming from my mod. It is safe to subscribe again.
Last edited by Zenith; 23 May @ 11:25pm
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Showing 1-13 of 13 comments
Can I ask how the mana system exactly works? I know it explains it at the start but something is off. So I choose which button to press to toggle mana. If I'm right its the white border around the star that shows it's on, except nothing happens. Based on what the signs say, when I have the running hat on, I should run faster, and have more jumps, right?
Edit: the hat appeared in my inventory, but while it is faster, I don't have extra jumps. I tried both normal and running jumps but neither works. I can only jump once.
Last edited by Lord Viperagyil; 2 Apr @ 12:24pm
Zenith  [developer] 2 Apr @ 5:40pm 
Originally posted by Lord Viperagyil:
Can I ask how the mana system exactly works? I know it explains it at the start but something is off. So I choose which button to press to toggle mana. If I'm right its the white border around the star that shows it's on, except nothing happens. Based on what the signs say, when I have the running hat on, I should run faster, and have more jumps, right?
Edit: the hat appeared in my inventory, but while it is faster, I don't have extra jumps. I tried both normal and running jumps but neither works. I can only jump once.

Knew forgetting to explain that part would bite me eventually lol. I'll add that in once I get around to it, but its pretty simple:

The border part of the HUD shows if its on or off by its transparency. No transparency means its on, while half transparent is off. I'll need to add another variable within the HUD material to get it to be transparent as well.

Now for the hat, the extra jumps work as long as the hat button trigger is held down. The ability itself has its own defined jump function to operate it differently from normal jumping(yes, even the original hat overrides the normal jump as far as I know how it works). Letting go of the hat button trigger anytime (especially in the air) will prevent the extra jumps from working, which I have not figured out how to get it to reactivate in the air; it should honestly be re-triggerable while in the air in my opinion, but something in the code is preventing me from accomplishing that.

Let me if you still can't get the multi-jump feature to work with the hat + mana powers on. It so far works fine for me, but with dealing with scripts or code, we never know for sure when rare issues come up.
Originally posted by Zenith:
Originally posted by Lord Viperagyil:
Can I ask how the mana system exactly works? I know it explains it at the start but something is off. So I choose which button to press to toggle mana. If I'm right its the white border around the star that shows it's on, except nothing happens. Based on what the signs say, when I have the running hat on, I should run faster, and have more jumps, right?
Edit: the hat appeared in my inventory, but while it is faster, I don't have extra jumps. I tried both normal and running jumps but neither works. I can only jump once.

Knew forgetting to explain that part would bite me eventually lol. I'll add that in once I get around to it, but its pretty simple:

The border part of the HUD shows if its on or off by its transparency. No transparency means its on, while half transparent is off. I'll need to add another variable within the HUD material to get it to be transparent as well.

Now for the hat, the extra jumps work as long as the hat button trigger is held down. The ability itself has its own defined jump function to operate it differently from normal jumping(yes, even the original hat overrides the normal jump as far as I know how it works). Letting go of the hat button trigger anytime (especially in the air) will prevent the extra jumps from working, which I have not figured out how to get it to reactivate in the air; it should honestly be re-triggerable while in the air in my opinion, but something in the code is preventing me from accomplishing that.

Let me if you still can't get the multi-jump feature to work with the hat + mana powers on. It so far works fine for me, but with dealing with scripts or code, we never know for sure when rare issues come up.

Okay, so, turning on and off works. The jumps do not. She has the fast running, and the mana drains in a nice slow pace. but no matter what I do, hat kid only jumps one, when I hold the trigger.
Zenith  [developer] 3 Apr @ 12:08pm 
Originally posted by Lord Viperagyil:

Okay, so, turning on and off works. The jumps do not. She has the fast running, and the mana drains in a nice slow pace. but no matter what I do, hat kid only jumps one, when I hold the trigger.

The only way I could reproduce the only one jump issue is when I run off a cliff. Outside of that, I have been unable to reproduce it off from ground jumps. I'll keep testing it to see what circumstances this issue may occur. Be careful not to let the trigger button go at anytime while in the air just to be sure; the moment the trigger button is not being pressed is when the multi-jump feature is not possible to do, given that the jump button is pressed under the conditions I outlined.

Edit: I should also mention that after letting go of trigger button while in air, even if its pressed again, gotta wait til you land to try again. Honestly hoping I can find a way to get it to work in the air as I make more things for the mod.

Edit2: While we're talking about this, can you tell me where you tested the hat in which levels?
Last edited by Zenith; 3 Apr @ 12:12pm
Originally posted by Zenith:

The only way I could reproduce the only one jump issue is when I run off a cliff. Outside of that, I have been unable to reproduce it off from ground jumps. I'll keep testing it to see what circumstances this issue may occur. Be careful not to let the trigger button go at anytime while in the air just to be sure; the moment the trigger button is not being pressed is when the multi-jump feature is not possible to do, given that the jump button is pressed under the conditions I outlined.

Edit: I should also mention that after letting go of trigger button while in air, even if its pressed again, gotta wait til you land to try again. Honestly hoping I can find a way to get it to work in the air as I make more things for the mod.

Edit2: While we're talking about this, can you tell me where you tested the hat in which levels?

I tested it in the hub, and the The Magic Dimensional Rift (both the beginning room,with the sign, and the base). I do have about a hundred mods, so it could a compability issue. Do the hat supposed to do the running in place animation while holding the trigger?
Zenith  [developer] 3 Apr @ 4:38pm 
Originally posted by Lord Viperagyil:
Originally posted by Zenith:

The only way I could reproduce the only one jump issue is when I run off a cliff. Outside of that, I have been unable to reproduce it off from ground jumps. I'll keep testing it to see what circumstances this issue may occur. Be careful not to let the trigger button go at anytime while in the air just to be sure; the moment the trigger button is not being pressed is when the multi-jump feature is not possible to do, given that the jump button is pressed under the conditions I outlined.

Edit: I should also mention that after letting go of trigger button while in air, even if its pressed again, gotta wait til you land to try again. Honestly hoping I can find a way to get it to work in the air as I make more things for the mod.

Edit2: While we're talking about this, can you tell me where you tested the hat in which levels?

I tested it in the hub, and the The Magic Dimensional Rift (both the beginning room,with the sign, and the base). I do have about a hundred mods, so it could a compability issue. Do the hat supposed to do the running in place animation while holding the trigger?

If you mean when hat kid does that animation as if she's about to run while not pressing any movement buttons, it should still do that while holding the trigger (still consumes mana; didn't put in a velocity check due to mana powers toggle). If its instead her sprint animation, then that may be another issue I'll need to track that I did not reproduce on my end. I left all original scripts alone and only used new scripts to extend existing ones to add new functionality (and a new hat, originally unintended but less risk of breaking things by working with the system in place, but I digress).

In my estimation, the only mods that may conflict are the ones that use similar functions to hat or badge abilities, so any dyes or costumes for example should technically be of no consequence of that. That being said, if it turns out to be another mod as the cause, it could literally be any one of them having a problem with my functions or game mod file somehow. I'll try doing some more testing in-game, and maybe you can also show me in online lobby if our time and time-zones permit it. I did push some updates as well; I think its automatic already, but probably do a files verification on the game itself as well just to be sure.
Originally posted by Zenith:
Originally posted by Lord Viperagyil:

I tested it in the hub, and the The Magic Dimensional Rift (both the beginning room,with the sign, and the base). I do have about a hundred mods, so it could a compability issue. Do the hat supposed to do the running in place animation while holding the trigger?

If you mean when hat kid does that animation as if she's about to run while not pressing any movement buttons, it should still do that while holding the trigger (still consumes mana; didn't put in a velocity check due to mana powers toggle). If its instead her sprint animation, then that may be another issue I'll need to track that I did not reproduce on my end. I left all original scripts alone and only used new scripts to extend existing ones to add new functionality (and a new hat, originally unintended but less risk of breaking things by working with the system in place, but I digress).

In my estimation, the only mods that may conflict are the ones that use similar functions to hat or badge abilities, so any dyes or costumes for example should technically be of no consequence of that. That being said, if it turns out to be another mod as the cause, it could literally be any one of them having a problem with my functions or game mod file somehow. I'll try doing some more testing in-game, and maybe you can also show me in online lobby if our time and time-zones permit it. I did push some updates as well; I think its automatic already, but probably do a files verification on the game itself as well just to be sure.

It is the "she's about to run while not pressing any movement buttons" animation. Looking at my mods, I don't see which one could be the cause. What timezone you are in?
Update: the jumps work on keyboard, but not on controller.
Zenith  [developer] 4 Apr @ 4:58pm 
Originally posted by Lord Viperagyil:
Update: the jumps work on keyboard, but not on controller.

Ah, I see. That's interesting. That would explain why I wasn't able to reproduce it using keyboard.

I'll get that fixed up.

Edit: Update pushed. Give it a try when you get a chance. If the issue persists, let me know what controller you are using.
Last edited by Zenith; 4 Apr @ 10:13pm
It works. thanks.
Zenith  [developer] 20 Apr @ 10:12pm 
Making a post here to inform new comers and regulars that there is an issue related to the Tetrahedron. Check out the OP for workarounds. I'll edit this post after I confirm it has been fixed.

Edit: Good news! The online bonfire bug is fixed! Don't need a workaround anymore! Thank you Miona for helping me test it!
Last edited by Zenith; 2 May @ 7:10pm
Zenith  [developer] 6 May @ 11:40am 
Be advised, a game crashing bug has been introduced in my mod. Until further notice, unsub from the mod so that your game can be loaded. Sorry about this mess!

Update: Pushed out a fix that removed the source of the problem. Was able to get past the splash screen and load into the game successfully on my end. Leaving this up for a little longer for anyone else to report any problems.

Edit: Considering no reported crashes so far, I'll consider the issue resolved. Thanks for those who reported it to me.
Last edited by Zenith; 9 May @ 11:10am
Zenith  [developer] 17 May @ 9:08pm 
So I just concluded testing online syncing with particles attached to hats. It did conclude much earlier than I planned, but sadly, based on what I was seeing along with checking out original hats' own attached particle systems (courtesy to the witch hat mesh) on other online players, I concluded that the original plan to get my own online synced that it be scrapped to keep this project of mine moving along.

Online Party Plus is one of the best examples of making things appear on other players with online syncing, but if that couldn't or didn't implement particle system syncs on hats, then there's probably a very good reason for that (think performance, fps and possibly more), therefore I'll take a page out of that and do the same. One think I will look into refactoring though is the Enchanted Sprint Hat's jump particles, so in a future update, I will get that to work in a different way.

Thank you all for trying out my mod so far! It definitely means quite a lot for me!
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