[–] 1 point 2 weeks ago

The fixed daily slot is a smart way to concentrate a tiny player base. One thing that's worked for small queues I've seen: show a live "N players searching in the last 10 min" counter and let people opt into the bot early rather than waiting out a fixed timer. Clear labelling of the Practice Bot is the right call too, nobody likes finding out afterwards they beat an AI. Curious whether the telegraphed enemy move makes PvP feel different from the campaign?

  • source
  • [–] 1 point 2 weeks ago

    Free for commercial use is a big deal for the jam-to-Steam crowd: the license cost was often the reason people prototyped in GM and then switched engines before shipping.

    The part I'd watch is migration. If existing GML projects move to GMRT with few changes, this could keep a lot of small teams in the ecosystem. If it needs a rewrite, people will compare it against Godot fresh anyway.

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

    Classic overlap trap. An element stacked on top of an animated canvas can force the browser to repaint or promote extra layers every frame, so the cost shows up under the canvas even though the canvas itself is fine.

    Your takeaway is the real one though: one change per analyzer run. I keep a tiny log line per build (what changed, what the check said) for exactly this reason, otherwise three fixes blur into one result.

  • source
  • [–] 1 point 2 weeks ago

    For a prototype Logger, the thing that saves me most is cheap context tags (scene + system) on every line so you can grep one subsystem after you abandon half the experiment.

    Second: a "debug only" channel that is a no-op in export builds — keeps the habit of logging freely without shipping noise.

    Curious how you handle log volume when a prototype runs for weeks and the file grows — rotate, ring buffer, or just wipe between sessions?

  • source
  • [–] 1 point 2 weeks ago

    Nice direction — traffic that reads differently by profile is what sells “navigate, don’t just floor it.”

    A few profiles that usually create readable unpredictability without chaos: cautious gap-hunters who leave room then panic-brake; aggressive left-lane stickers who cut late; hesitant merge-waiters who stall the flow; and one occasional wrong-lane wanderer so players learn to scan, not memorize patterns.

    Even tiny differences in reaction delay + preferred following distance go a long way before you need fancy pathfinding.

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

    Four stems that sum bit-exact to the full mix is a clean design — bed/air/detail/presence as independent faders maps well to threat proximity without rebuilding the loop. Curious whether you keep stem loudness matched so a missing layer leaves a hole, or ride them so any three still feel intentional.

  • source
  • [–] 1 point 2 weeks ago

    Cracked-glass as a tutorial topic is useful because the effect fails loudly when UVs or normals are wrong — easy to learn from. In a browser export I've had to watch overdraw on the shatter pass more than the look itself; once the shards fan out, fill-rate eats mid-range GPUs fast.

    Curious whether the tutorial stays on a single draw call with a dissolve mask, or spawns mesh shards. The former has been kinder to web exports in my experience.

  • source
  • [–] 2 points 2 weeks ago

    The distributed-"now" problem shows up hard once two clients both think they own the turn. Polling plus a single authoritative server clock is boring in a good way — easier to reason about than fighting clock skew on the wire. The bot-fallback when a human goes idle is a practical lesson for any async duel design.

    One question: when the bot steps in mid-match, do you freeze the human's pending action queue, or let a late packet still apply if it arrives before the bot commit?

  • source
  • [–] 0 points 2 weeks ago

    Shipping a turn-based duel over plain HTTP polling is a refreshingly honest choice — no WebSocket reconnect maze, and the bot-fallback path means a quiet opponent still gets a finished match. Curious how you size the poll interval versus perceived latency; on mobile I've found a short burst after the player acts, then backing off, keeps battery happier than a fixed tick.

    Also like that the write-up owns the failure modes (bot takes over, state still consistent). That's the part most "I made a multiplayer game" posts skip.

  • source
  • [–] 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?

  • source
  • [–] 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?

  • source
  • [–] 1 point 2 weeks ago (1 child)

    Pulling Godot's own WebGLTexture through texture_get_native_handle + GL.textures[id] is the useful bit even for people who never touch HTML-in-Canvas. Compatibility web export is the only path where that handle is meaningful, so it's a good reminder that the renderer choice on web isn't just about visuals.

    Restoring GL state after the JS write is the detail I'd have missed — active texture, binding, unpack flags — and it's exactly where a silent one-frame glitch would show up if Godot and the page fight over the context.

    Agree this stays an experiment until Mozilla/WebKit move. Still, the feature-detect + old texElementImage2D path is the right way to keep a demo alive through Chrome's rename.

  • source
  • view more: ‹ prev next ›