having the same issue i cant figure it out myself too
@Fellowweeb and @Leetzie can you try to download this and just copy paste into the game folder Patch1.zip ~ pixeldrain let me know if it fixes it then i will update the main post
video skips
PLAY PRESSED - Starting Round 1
Hiding ‘Coming Up Next’ display
Saved pause config entry: { “timestamp”: “2025-06-03T09:35:32Z”, “max_pauses”: 1, “pause_duration”: 5, “writer”: “godot”, “reason”: “round_start” }
Launching Python script: scripts/sync_handy.py with video: 1
All files found, launching Python script…
Trying Python command: python
Success with python
Python VLC+Handy script started with PID: 14992
VLC Player launched in FULLSCREEN! Pauses: 1 (5s each)
Starting video completion monitor…
Video script finished! (Auto-detected)
Normal video completion
DEBUG: Found 1 entries in pause config
DEBUG: Latest entry: { “max_pauses”: 1.0, “pause_duration”: 5.0, “reason”: “round_start”, “timestamp”: “2025-06-03T09:35:32Z”, “writer”: “godot” }
PAUSE CONFIG HISTORY:
- 2025-06-03T09:35:32Z | godot | pauses=1.0 | reason=round_start
Pauses set to: 2 (1 + 1 bonus)
Video completed for Round 1
Video finished! Roll the dice to continue.
Yeah that is the same issue which @rallen is facing. Make sure you have VLC installed which is the 64 bit version not the 32 one. So you should be able to find VLC in the C:/Program Files/ folder not the Program Files (x86) one. You can use the command where vlc to check this
The issue is that the python script is not able to run on your PC due to not being able to find VLC.
As a test make sure that the python script does run without error and launches VLC with the video playing when you run the command:
python ./scripts/sync_handy.py 1 1 5 (run it from the game root folder)
Post the error here if you get one on running the above cmd and i can help you out
There is a method to support handy firmware 3. In scripts folder there is python script called sync_handy.py. Open it as a txt, and only need to revise the HANDY_API macro define to “https://www.handyfeeling.com/api/handy/v2” in this file. I have tested. It works for me.
Does this work at all without a handy? While i do have one, id love if i didnt have to break out machinery and could just use a vibe in place of it XD
Would love to try this out but im too damn lazy to bring it out and set it up lol
Yep this worked nice! ![]()
Hey as of now it only supports Handy since the script uses the handy API but for future I am considering adding EDI which does support more devices
For me, the video and movement of the handy are not in sync, the movement is way behind. Anyone else has that too ? Any way to fix that ?
I’m working on adding a resync function to fix this. (For now you can use pause as well to fix that. It works sometimes)
Very nice game, but you should probably rename the “access token” to “connection key”. Because I was confused and entered the access token from the user.handyfeeling site and then the VLC player wouldn’t launch.
81GB on MEGA?!
I can’t download.any torrent?
Yeah my upload speed is pathetic so had to resort to uploading to a cloud service which has good and stable upload as well as fast download. If others here have better upload speeds they can also upload maybe to a service which offers free large downloads like AkiraBox, GDrive, or something else.
Hey! I’m a Godot dev - any chance the source code could be shared? I’d love to take a look and maybe help with updates.
Hey all I pushed out a new patch which adds better sync logic as well as a resync button. You can download it here Patch2.zip ~ pixeldrain. (Also mentioned in the main post). Hopefully this fixes your issues @noonerase and @New_MG
Hey created the github here GitHub - FaplandHandy/FaplandHandyEdition.
It is probably a mess so apologies
. Feel free to contribute or point out any mistakes there.
Working on a fork! GitHub repository link
My main motivation was that I wanted to run it on Linux, but I’ve also been reorganizing the code ^^
Any ETA on this?
You should probably remove the .png.import files from the MEGA - those are used by Godot to track metadata, and they’re not meaningful outside of working in the engine.