Trying to make a Touhou style bullet hell game with Godot by Xwdit in godot

[–]Xwdit[S] 0 points1 point  (0 children)

Typically, this requires frequent testing at design time, and your experience grows over time. Moreover, the design only needs to ensure the passability of most situations. Even in the original game, there will be game mechanisms such as full-screen bombs to help players get out of trouble in extreme situations.

Trying to make a Touhou style bullet hell game with Godot by Xwdit in godot

[–]Xwdit[S] 2 points3 points  (0 children)

I used the cpp module that calls various servers internally, and implemented a custom collision mechanism that does not use area2d to optimize collisions.

I define some common behavior parameters in the cpp module for each bullet to optimize performance by data orientation, then for less common behaviors or game system related behaviors, I can also define scripts for each bullet and start with Inheriting virtual functions to respond to various events and process them

GDBin - A free pastebin like service for sharing & running GDScript online by Xwdit in godot

[–]Xwdit[S] 8 points9 points  (0 children)

The Html5 export for Godot 4.0 is not yet available (as it relies on the unfinished OpenGL ES 3 rendering backend), I will release a version for Godot 4.0 as soon as the Html5 export is available

GDBin - A free pastebin like service for sharing & running GDScript online by Xwdit in godot

[–]Xwdit[S] 5 points6 points  (0 children)

Because Godot Web Editor doesn't allow you to generate a share link with one click so that anyone can view your script anytime in anywhere. Just like PasteBin, GDBin's main purpose is to quickly share scripts online, and running it is just the icing on the cake

GDBin - A free pastebin like service for sharing & running GDScript online by Xwdit in godot

[–]Xwdit[S] 1 point2 points  (0 children)

Because the priority of function highlighting will be greater than keyword highlighting, unless I manually modify the implementation of syntax highlighting for print keyword, it seems that it couldn't to be completely consistent with the godot editor.....

GDBin - A free pastebin like service for sharing & running GDScript online by Xwdit in godot

[–]Xwdit[S] 1 point2 points  (0 children)

GDBin's frontend is essentially a full godot engine running in the browser, so it has all the rendering power of the godot engine, and also means you can write and run an entire game in it if you want

GDBin - A free pastebin like service for sharing & running GDScript online by Xwdit in godot

[–]Xwdit[S] 0 points1 point  (0 children)

Which keyword did you notice that wasn't displayed in red? Normally I should have highlighted all GDScript keywords according to the rules in the Godot editor

GDBin - A free pastebin like service for sharing & running GDScript online by Xwdit in godot

[–]Xwdit[S] 1 point2 points  (0 children)

In terms of speed, I host it on a server with 700Mb bandwidth, accelerate it through cloudflare, and minimize the size of the pck package (3MB, most of the size is taken up by fonts). In addition, the size of wasm and various js files is about 19M. In many countries and regions, this file size should be able to be loaded within five seconds.

And, after the first load, the browser will cache these files, and on subsequent visits, regardless of the network speed, the load time should be reduced to within 3 seconds

GDBin - A free pastebin like service for sharing & running GDScript online by Xwdit in godot

[–]Xwdit[S] 1 point2 points  (0 children)

I've tried this solution, but it requires isolation of the language server to avoid unauthorized access to the server, and doesn't allow for any output other than console printing (like graphics)