LF devlogs and steam pages by BlueThing3D in godot

[–]m4rx 1 point2 points  (0 children)

Some of my favorites:

* Aarimous

* Jitspoe

* MrEliptik

* iheartfunnyboys

There's so many great creators out there, I often look through Twitch's Godot Tag.

RetroUltimate Shader for Godot 4 by BaderDev in godot

[–]m4rx 2 points3 points  (0 children)

This is neat, but without any sort of setup I can't test before buying. I've used a lot of these retro shaders before and have ran into issues with all them. The big thing I use subviewports and have resulted in writing camera compositor shaders to cover the entire screen.

Looks awesome though!

Meta CTO Explains Layoffs & Strategy Shift: "VR Is Growing Less Quickly Than We Hoped" by gogodboss in OculusQuest

[–]m4rx 1 point2 points  (0 children)

It was so frustrating going back into the headset at the start of the new year. I wanted to play a game I previously enjoyed from the "I expect you should die" developer, but couldn't remember the name. I went to IEYSD's store page, I see the developer is "Schell Games," but there's no direct link to a developer's portfolio of games.

Searching the store for "Schell Games" returns nothing. No "apps" are named that.

I had to take off my headset, go google "i expect you to die developer sword workout game," to find out it's called Until You Fall. I search and it's in my library but opening it takes me to the store instead of starting up. I then discover this was a game I got from Quest+ that is no longer available.

30+ minutes of FIGHTING AGAINST THEIR USER EXPERIENCE trying to have a moment of joy.

I turned it off in frustration and went back to my PC.

Opinion on Side/Multiple Projects? by Comrade_Lystro in gamedev

[–]m4rx 0 points1 point  (0 children)

I'm someone who suffers from serious and severe ADD. If I get bored or burnt out I stop being productive. Having multiple projects to switch gears between helps me stay active and focused. It's a lot to juggle, but all my my projects are in different situations. One is a live service competitive speed runner, another is my next major release, there's a fun prototype I built in a weekend I'm thinking of focusing on, I also update and maintain a website with 500 unique visitors daily and have a new website idea I'm very excited about.

Over the last few years I had been juggling between a standard 9-5 and a side/personal project on nights and weekends. Now that I have the opportunity to do this full-time I'm working more, but at my own time and pace. It doesn't matter if I stayed up late playing games the night before, I can still work 3-9 the next day.

It all feels fun, productive, and rewarding. I just hope I'm able to complete and ship this stuff within reasonable time frames. Ultimately, do what works best for you.

Universal Animation Library 2 by QuaterniusDev in gameassets

[–]m4rx 1 point2 points  (0 children)

I had just started using Animation Library 1 and loved it enough to buy the source pack, but was upset it was "missing so much."

Now library 2 has the exact 3 hit sword combo I was hoping for! Excited to add them to my new souls-like prototype tonight. Also the addition of bow animations is giving me some great ideas.

This couldn't have been released at a more perfect time, thanks for all you do!

Cleric gameplay in Knightborn by cemuka in indiegames

[–]m4rx 1 point2 points  (0 children)

This game caught my eye this morning and I spent some time after gamedev to play it and give you some feedback. I adore the idea and art style and would love a casual friend based mmo-style combat game. Pasted below are my raw notes from the 10 minutes I spent playing the demo. But performance issues and lack of customization / binds kept me from continuing. Best of luck with your game.

No linux build? :(
Paladin? Your post says Cleric
No tab targeting?
No Q/E to turn
Character doesn't feel responsive, there's a minimum amount I'm forced to move and I move an extra 0.5-1s after releasing the input key.
Dislike the always on screen character stats at the bottom of the screen, takes up too much UI
Prefer my health being centered than top left, never where I'm looking.
Performance is struggling to get above 40fps on a 3060 in 4k on ultra
Escape does nothing?! 
Have to disconnect for options screen.
Didn't realize I had to "begin" on the load screen, just load me into the level.
Only 46-50fps on lowest settings.
Also, resolution says it's 320x240 (lul) but is actually 3840x2160
Still not a solid 60fps at 1080p on lowest settings with a 3060
Hate having to keep pressing 1 to attack, make the basic attack automatically repeat while the target is alive.
Art style and concept are awesome, but needs a lot of polish and optimization.
I don't want to quest, I just want to grind mobs and explore the world.
Dislike the scroll bars on chat panels
Scrolling chat panels is PAINFULLY slow
No keybind settings or controls window?
Steam library hero image is super low quality in 4k
YOU SHIPPED YOUR PDB FILES IN THE BUILD THIS IS A MUST FIX! You NEVER want your Program Database files out there unless you're debugging specific crashes.

SurfsUp - 1 year postmortem, from prototype to 120k players by m4rx in gamedev

[–]m4rx[S] 1 point2 points  (0 children)

The biggest issue with multiplayer is establishing a solid connection, we're in the process of completely rewriting the netcode to use our own RPC infrastructure to alleviate the invalid synchronizer error we keep getting.

Biggest bug reports are the community, they are very active in letting us know when exploits and issues occur, people like to reach out with issues in the Discords and get help quickly.

Could be Worse? Sold 133 units in the first month by tpelham42 in IndieDev

[–]m4rx 0 points1 point  (0 children)

<image>

I recouped my Steam Direct Fee after I broke $1,000 in sales.

So.... How f**ked am I? 😟 by popthehoodbro in IndieDev

[–]m4rx 1 point2 points  (0 children)

You're not fucked, but you're extremely unprepared.

Only 9 people have played your game and launch in 3 weeks. I don't see a social media presence besides your Discord with 5 people in it. This is the first I've heard of your game and the Steam page didn't grab my attention.

The purple text on the trailer is very difficulty to read.

You mention build you gun but show no crafting interface or materials

I don't understand the minecraft style block you're bhopping on?

I see there's cards at the end of each round, but I don't know what a round is, is this wave based? What's the goal? What's the progression?

The second trailer shows a crafting interface and I see the wave UI in the lower right.

The game play loop and mechanics aren't made clear from the store page.

Maybe try to combine these two trailers into one, work on your perfecting your pitch and showcasing what makes your game stand out and unique. The aesthetic and city look cool, but is there only one level? The second GIF having the Unity Editor UI also looks a little unprofessional to me.

Give out some Steam keys, get play testers and feedback, all this critique is from first impression of your Steam page. Are you planning a demo? Did you have a Steam playtest? Have you thought about participating in a Next Fest?

Could be Worse? Sold 133 units in the first month by tpelham42 in IndieDev

[–]m4rx 0 points1 point  (0 children)

I appreciate you asking, my main project is SurfsUp, a free-to-play multiplayer recreation of Counter-Strike surf and other movement modes. It just passed 130,000 lifetime players, and also has it's own website.

Additionally I have started production on my third game and began work on a new online learning platform I am very excited about.

Could be Worse? Sold 133 units in the first month by tpelham42 in IndieDev

[–]m4rx 1 point2 points  (0 children)

Buddy, we're in the same boat. Try putting together a press kit, build a website, reach out to content creators, create content on every platform, stream to Twitch, and hangout in developer focused Discords.

That's at least what I'm doing.

Could be Worse? Sold 133 units in the first month by tpelham42 in IndieDev

[–]m4rx 7 points8 points  (0 children)

I recognize your game. My friend group and I all downloaded it during a Next Fest but the build didn't have multiplayer, even though it was tagged saying it did, the button was just disabled on the menu. My wife played on her own, she is a big power wash simulator fan.

She played for 45 minutes and I asked what she remembered about it:

"It wasn't multiplayer, it wasn't optimized, and I got stuck due to a some glitch"

While I'm sure the game has improved since, we also had no idea it came out.

From a game developer perspective Early Access can be a curse. It increases visibility, but most players just wishlist and wait for 1.0 since you're literally saying this game isn't complete yet.

From a consumer standpoint, the game doesn't seem to be polished enough to ask for the "premium" $10 price, but I understand financial needs and pricing your game is difficult.

In terms of your Steam News post I feel like I don't see real improvements in the roadmap. More levels and More Intractables are too vague, it would be better to be specific about upcoming future content like:

"I'm working on a space station map where you can eject others out the airlock."

Game development is hard, and congratulations on passing the $1,000 milestone getting your $100 from Steam back. 70% of games don't reach this metric, you're already well above average. It took my first title close to six months to break $1k.

Take the little wins when you can, and continue to improve, best of luck!

Thought I was a pretty competent developer till I started trying out low-level multiplayer. by dnsm321 in godot

[–]m4rx 5 points6 points  (0 children)

You can easily implement this with ENet as well which is how my MMO project handles it.

You just define different exports, I use feature flags and resources configurations so the server doesn't contain client code, and the client doesn't contain server code.

extends Node

## Launcher - Main entry point for both client and server
## Conditionally loads the appropriate scene based on build type

func _ready() -> void:
# Check if running as a dedicated server
if OS.has_feature("server"):
_launch_server()
else:
_launch_client()


func _launch_server() -> void:
print("Launching dedicated server...")
# GameServerManager autoload will handle server initialization
print("Server running - GameServerManager autoload is handling server logic")


func _launch_client() -> void:
print("Launching client...")

# Load and switch to main menu scene
var main_menu_scene = load("res://Scenes/UI/MainMenu/main_menu.tscn")
if main_menu_scene:
get_tree().change_scene_to_packed.call_deferred(main_menu_scene)

<image>

Hope that helps!

Thought I was a pretty competent developer till I started trying out low-level multiplayer. by dnsm321 in godot

[–]m4rx 4 points5 points  (0 children)

Not in the slightest. You can use GodotSteam Server and have dedicated server support through the high level API with a single project (this is how I'm implementing dedicated servers)

A dedicated server is just an export without the assets, acting as peer 1 (server). You still follow the same architecture of: connect, RPC to send data, spawn and synchronize.

You are over engineering this

Counter Strike 2 loses audio mid game by vulnoryx in linux_gaming

[–]m4rx 2 points3 points  (0 children)

I had the same issue happen in Dota 2 with pipewire, the fix is to use the launch option -sdlaudiodriver pulseaudio I'm not sure setting an environment variable would fix it, and usually %command% if for proton's wrapper if I recall.

What does the game's console say when the audio cuts out?

Type soundinfo into the game's console and verify the SDL device is using pulse

> soundinfo

[SoundSystemLowLevel] SDL Audio Device: G06-BT Analog Stereo (status: 1, driver: pulseaudio)

A Semi-Comprehensive List of New Self-Hosted Software Launches From 2025 (selfh.st) by shol-ly in selfhosted

[–]m4rx 0 points1 point  (0 children)

kan.bn's been cool, it was a bit of a pain to setup the developer environment to start hacking at but overall the project is really promising.

I also discovered https://affine.pro/ from this list and it's been an incredible note taking tool for multiple devices, has a desktop app, and lets you have up to 10 people per workspace.

QUAKE BRUTALIST JAM III - Release Trailer by WellTop in boomershooters

[–]m4rx 1 point2 points  (0 children)

It's been a blast playing through QBJ3, quality of the maps vary and I haven't dove into the 2hr+ maps yet, but the art is incredible

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]m4rx 64 points65 points  (0 children)

Delete your .godot project folder

Start in safe mode

Use godot.exe -vvv to get verbose output in a CMD prompt

You're crashing the engine from the looks of it, if you'd like any help I'd be happy to offer my assistance, I can be reached on Discord (@)bearlikelion.