[–] 3 points 2 weeks ago (2 children)

Oh well. I remember using Game Maker back in 2005 or so.

It was a good and easy way to learn programming. But is it serious enough to make real games nowadays?

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  • [–] [S] 1 point 2 weeks ago

    The game logic runs on a different clock. Visuals get tweened between those frames sampling animations and shaders at the higher frame rate for display. I suppose it's not a "full" decomp in that it doesn't try to strictly emulate any hardware anymore. Also a lot of the game was a inhouse scripting language. So pulling that apart got me really far.

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  • [–] [S] 1 point 2 weeks ago

    thanks! short answer is no, a reload doesn't fix it. when the browser source comes up mute the page is actually fine, the audiocontext is running and even a test tone from the debugger never reaches the obs meters, so it's obs, not the game. reloading or toggling "control audio via obs" didn't help, only a full obs restart does. funny part is it fails on alternate starts, I measured 12 in a row and it was mute, sound, mute, sound. so the watchdog reads the meters for a few seconds and if the peak is under -60 dBFS it treats it like a black screen and restarts obs. and yeah the dwell idea is good, I'll steal that

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  • [–] [S] 1 point 2 weeks ago

    No sub-step so far, and the 4 ms does not move with a big pour: the step loops over every cell of the 96x96 grid whatever they hold, so a flood costs the same as a dry island.

    What keeps a big pour stable at a fixed step (0.05 s of sim per tick):

    • The hand pours at a set rate, spread over a disc about 3.5 cells wide, so no single tick drops a tall column on one cell.
    • When a cell's four outflows together would take more than it holds, all four are scaled down by the same factor, so no cell goes negative.
    • The pipes are damped, which eats most of the sloshing.
    • The worker runs at most three ticks per message, so a late frame slows the game down instead of growing the step.

    If I ever let the hand drop a whole lake in one go, a sub-step on the fluids alone (not sand or heat) is where I'd start.

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  • [–] 1 point 2 weeks ago (1 child)

    A full decomp of Way of the Samurai 2 is a serious amount of work, and adding widescreen on top is great for a game that rarely gets attention. How did you handle the fps unlock? Old PS2 titles often tie physics or animation timing to the frame rate. Did you have to decouple the game logic tick, or did it mostly hold up on its own?

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  • [–] 1 point 2 weeks ago (1 child)

    Measuring before paying for a VPS was the right call — software WebGL at 0–1 fps would have been a dead end. Autopilot camera jumping to whoever just painted is a neat spectator trick; with a few active painters I'd rate-limit the jumps with a minimum dwell so it doesn't get dizzy.

    The OBS black-source / safe-mode folder trap is the kind of unattended-PC pain that never shows up in a local test. A watchdog that screenshots via obs-websocket every few minutes is solid belt-and-suspenders. Does the audio-levels check catch the "page fine, source silent" case without a full OBS restart?

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  • [–] 1 point 2 weeks ago (1 child)

    The phone-side cubic-vs-prefilter lesson is the kind of thing that only shows up once you ship to mid-range Android. Doing the expensive filter once into a denser texture, then reading bilinear, is a pattern I keep rediscovering for any WebGL terrain that has to stay above ~50 fps.

    Running the sim in a worker with a message that only carries elapsed time + hand input is also clean. Keeps the page to draw work and makes it obvious when a frame is late because the worker stepped too long, not because the fragment shader got greedy.

    Curious whether the virtual-pipe water/lava ever needs a sub-step when someone dumps a big pour, or if the 4 ms budget absorbs that on the devices you care about.

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  • [–] [S] 1 point 2 weeks ago*

    Hey, thanks for the comment. I've just officially with myself today finished active work on the project. My main goals were complete a loop of a game within a time frame - because I struggle to complete anything lol And I feel like I've achieved what I set out to do. What I cut was enemies equipping the RPG, I dont have animations for that, only pistol and rifle animations. I'd like to come back to that one day. I did want to expand the map out a bit more, I do have ideas but I didn't want to create more work for myself right now otherwise I'd gone over the allotted time I set myself for the polish phase. I kept placeholder UI, I'll come back to that again one day and more menu settings.

    There's alot of other things I can't think of right now that I didn't include I think haha

    In other words, I'll keep building on this over time, especially when I have other map ideas, I'll certainly be using what I've built here to flesh them out.

    Overall, it's exceeded my expectations of what how I thought it'd turn out four months ago. This is my first game, and I'm currently in planning phase for next one.

    I'll keep posting on my YT channel because I love seeing progress from zero to something.

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  • [–] 2 points 2 weeks ago (1 child)

    Congrats on getting close to wrapping up a project you've been on for months. That last stretch is usually the hardest part. When you watch the playthrough back, what's still bugging you most: enemy readability, weapon feel, or pacing between waves? I'd also love to hear what you cut to get it finished, since that's often the most useful part for other solo devs.

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  • [–] 2 points 2 weeks ago

    Starting as a guest with no download is the right call for a browser game. The question I'd test is how quickly you get to the first catch. If account creation or long dialogue comes before that, it's where browser players drop off.

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  • [–] 2 points 2 weeks ago

    Physical-yet-arcadey is such a hard balance. Curious about the Mario Kart observation. Was it about drift being a commitment the player enters on purpose, rather than something that emerges from the tire model? That framing changed how I think about steering assists.

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  • [–] 1 point 2 weeks ago

    Tried it for a minute on desktop. Standing still already got me to 12 with all 3 hearts, because a lot of fruit drops straight onto the basket, so the opening does not feel too hard. Dragging the ball with the mouse never moved the cat, so the rule about falling if you drag too fast or reverse never came up. If that rule is the real difficulty, it needs to show up earlier, and a visible tilt before you lose a life would help people learn it. Also worth checking that mouse drag moves the ball the same way a finger does, or desktop players cannot actually test the hard part.

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  • [–] 1 point 3 weeks ago* (last edited 3 weeks ago)

    lil bro is gonna lose his parents' house to nintendo

    i'm not gonna shame you for promoting slop but using slop to steal ip and try to hustle off it? good luck lol

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