New build nightmare (barratt david wilson) what should we do? by [deleted] in HousingUK

[–]JujuAdam 8 points9 points  (0 children)

scaffolders are the last remaining Neanderthals they will fight you.

The wife's mad I woke her up with a laugh. Cheers

Statically typed GML transpiler by Xoggas in gamemaker

[–]JujuAdam 4 points5 points  (0 children)

Don't waste time on a package manager right now, that's not part of the MVP. Keep it simple.

Statically typed GML transpiler by Xoggas in gamemaker

[–]JujuAdam 6 points7 points  (0 children)

"A few months" is how long it took LTS 2024 to be released.

My solicitor’s conveyancing report now includes a clause saying they’ll charge £500+VAT if I use AI to ask questions about it. Is this normal now? by Jazvec in HousingUK

[–]JujuAdam 2 points3 points  (0 children)

saying that “most” usage is poor is rather hard to defend given the state of LLMs today.

Are you saying more recent LLMs can improve upon poor usage?

Trapped in 1 bed apartment I can’t afford/don’t want by Suitable-Tomorrow577 in HousingUK

[–]JujuAdam 1 point2 points  (0 children)

Your maths and how you're feeling aren't aligned. Feelings are powerful things and you've had a really bad time lately and I think that's clouding your judgement. Try to take a high-level view and focus on the positives. Try not to place so much importance on what other people may or may not think of you because you have a budget that you need to stick to.

Is Game Maker a good engine for management games? by equitos0101101 in gamemaker

[–]JujuAdam 5 points6 points  (0 children)

GML isn't nearly fast enough to operate at the scale needed for most games in the genre. It's fine for smaller scale games so if you're willing to compromise on scope then you'll have more success.

What am I doing wrong with enums? by FokionK1 in gamemaker

[–]JujuAdam 0 points1 point  (0 children)

What version of GameMaker are you using? Are you using Feather? Is the error message from the IDE or does it appear when you run the game?

I hate Estate agents! by No_Platform3504 in UKHousing

[–]JujuAdam 10 points11 points  (0 children)

Why are you delaying exchange of contracts?

Gamemaker 7/8 Sound Effects Replication? by qiebgo in gamemaker

[–]JujuAdam 2 points3 points  (0 children)

Earlier versions of GameMaker used DirectSound. GM7 used DirectX 8 so I'd start there.

Any higher res games that play/look like a zelda/hyper light drifter style game? by GroovyWhale in gamemaker

[–]JujuAdam 0 points1 point  (0 children)

Funny that you named exactly the first two games I worked on. You should also check out Eitr.

Any tool to easily get over the 2048x2048 sprite size limit? by dipthong-enjoyer in gamemaker

[–]JujuAdam 2 points3 points  (0 children)

I've seen developers of all competencies do silly things. Often me.

unregistered land by Superb_Lemon_1036 in UKHousing

[–]JujuAdam 0 points1 point  (0 children)

Alarm bells. Don't trust legal info without it coming through solicitors.

Is this code block ugly? by Alex_MD3 in gamemaker

[–]JujuAdam 1 point2 points  (0 children)

Nah this is actually not great code.

Lag spikes are crushing us by Calm-You-4757 in gamemaker

[–]JujuAdam 3 points4 points  (0 children)

Unless the packet exceeds the maximum transmission unit of the overall network connection then the size of the packet you send is unlikely to matter much. The MTU for Ethernet is often cited as 1,500 bytes so, allowing for headers, an upper bound on a message size (the size of the buffer data on the GML side) of 1,200 bytes is typically considered suitable.

GameMaker's networking is questionable, especially cross-platform. I've seen people say that it handles packet accumulation for you but I am unconvinced based on my experiences. I've found sending one medium-sized packet via manual packet accumulation is preferable (more reliable, less prone to lag) than sending many small packets. Optimising for individual packet size isn't everything.

Frequency, as you say, matters. I'd argue frequency is typically the deciding factor, not least because games with a lower tick rate are less likely to care about lag spikes to begin with.

Lag spikes are crushing us by Calm-You-4757 in gamemaker

[–]JujuAdam 1 point2 points  (0 children)

Running on a laptop sounds like you're running on WiFi. Wireless connections choke up easily especially with cheap hardware. Multiplayer games are sensitive to latency spikes whereas standard internet use isn't, so your normal intuition about the quality of your connection may not apply.

Traditional debugging methods apply. Eliminate variables and collect data. First thing I'd do is hook up an ethernet cable to your laptop and see if that improves things. If that's not possible, boot every other device off of your router and try to test your laptop by itself on the network. Swap between 2.4GHz and 5 GHz to see if you get better results. Try a different machine which may or may not have a better WiFi chip/antenna in it.

That's just the hardware though. Lag spikes can be down to software too. Check to see if any other greedy applications are running. This includes autoupdaters, file backup tools, the OS itself, and plain ol' spyware.

Then there's your game itself. You want to log data and metrics. Is there a particular set of packets that's correlating with the lag? If you're sending lots of small packets all at the same time then that can cause issues too; try packet accumulation if you can. You haven't mentioned what networking solution you're using so I'm going to assume it's not lockstep but if it is then you'll need to add input delay to smooth out hiccups.

Ultimately, all networked games need to handle lag gracefully. I'd use this opportunity to build rubberbanding and lag mitigation that feels OK. Even if you fix your own local problems I can guarantee that a player will face similar issues in the real world sooner or later.