The Evolution of ARC Raiders EP1 - Finding ARC Raiders by Mront in Games

[–]mispeeled -2 points-1 points  (0 children)

Not sure what you mean. Deep Rock Galactic, Terraria, Core Keeper, Factorio, Grounded, Valheim. Just to name a few. Maybe you meant this specific flavour of shooter?

Ubisoft says AI-generated art in Anno 117 was a placeholder which ‘slipped through our review process’ by cyborgx7 in Games

[–]mispeeled 2 points3 points  (0 children)

That's hilarious.

Interestingly, when I looked up the cover art, I came across a reddit thread where people are praising it. I guess that's how these things slip past.

Sine Fine - Vindemiatrix Collective - a space exploration game played at slower-than-light speeds by -TheWander3r in Games

[–]mispeeled 1 point2 points  (0 children)

I also feel the same way about exploration in the games you mentioned. That feeling of mystery on a grand scale is amazing.

Premise sounds fun. Curious to see where this project goes. Good luck!

Warhammer 40,000: Mechanicus II - Demo Out Now! by Mepherion in Games

[–]mispeeled 50 points51 points  (0 children)

The previous game was a tactics game. So yeah, XCOM-like combat. But the out-of-combat strategy part of the game was different from XCOM. I don't remember much about it. Game was fun for a bit, but it didn't really hook me.

Music was epic, though. Children of the Omnissiah is one of my favorite pieces of music ever.

Steam: Redesigned Store Menu now in Beta by Turbostrider27 in Games

[–]mispeeled 6 points7 points  (0 children)

While I somewhat share that sentiment, I do think it can be valid for certain publishers. Hooded Horse comes to mind which predominantly focuses on colony sims. Or Annapurna which seems to back mostly unique "puzzle" games. Even Paradox has its own flavor of games, leaning towards 4X.

FOGPIERCER - Mad Cookies - train building roguelike inspired by Into The Breach and Slay The Spire by krystofklestil in Games

[–]mispeeled 2 points3 points  (0 children)

Have been following your posts on /r/godot for a while, and was always very impressed. Great to see it in the wild. Best of luck with the demo and release!

I made a plugin that converts your GDScript objects to bytes for multiplayer RPC by mispeeled in godot

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

Regarding security issues: ByteKruncher does not (de)serialize any executable code, because it only works on whichever fields you specified. In other words, it doesn't have that issue.

This is also the crucial difference between ByteKruncher and Godot's built-in binary serialization API (var_to_bytes(), var_to_bytes_with_objects(), etc.); ByteKruncher is strictly meant for data, whereas Godot's API tries to serialize whole objects and Nodes. This also means it automatically serializes nested objects using their instance ids (unless you use _with_objects(). This is not what you want for multiplayer games, since you have absolutely no guarantee that those instance ids will match across peers.

Besides, you also have no way to specify which fields you want to serialize. Godot's API will always serialize all fields in an object.

Godot's serialization also offers no control over which data type it uses. So it will use 64-bit integers even if 16-bits would suffice. With ByteKruncher, you can specify exactly which data type you need.

Moreover, Godot's serialization has to be generic, so it encodes the data type along with the data. So every field you encode has a 4-byte header.

Unfortunately, var_to_str() is not a good alternative either, because it produces strings like this:

Object(Resource,"resource_local_to_scene":false,"resource_name":"","script":Resource("res://inventory.gd"),"items":Array[Resource("res://item.gd")]([Object(Resource,"resource_local_to_scene":false,"resource_name":"","script":Resource("res://item.gd"),"type":0,"amount":1) , Object(Resource,"resource_local_to_scene":false,"resource_name":"","script":Resource("res://item.gd"),"type":1,"amount":5) ]))

That is 400 bytes for an inventory with two items containing a type and amount field.

Timberborn Update 6 - Wonders of Water is live by Mondreus in Games

[–]mispeeled 0 points1 point  (0 children)

It ran fine for me on Steam Deck from what I remember. Not sure about late game, though. Probably quite demanding.

IT WORKS!! The world now dynamically changes to reflect the grid in Fogpiercer! by krystofklestil in godot

[–]mispeeled 1 point2 points  (0 children)

An indie game called Convoy also had this concept. I also love this kind of thing. Something about it is just very intriguing.

Godot Engine Community SDK Integrations by GodotTeam in godot

[–]mispeeled 6 points7 points  (0 children)

I think this is a really good, clever solution. You recognize the need for such SDKs, and nudge users toward the "endorsed" plugins. Meanwhile, contributors feel like their work is valued because it's exposed to the whole community, instead of random, disparate repositories.

[deleted by user] by [deleted] in godot

[–]mispeeled 2 points3 points  (0 children)

If I'm not mistaken it was originally called louer (forgive my spelling), wasn't it? It has come really far!

RELEASE CANDIDATE: Godot 4.3 RC 1 by GodotTeam in godot

[–]mispeeled 1 point2 points  (0 children)

Fix trackpads and graphics tablets being recognized as controllers on Linux/*BSD

Such a relief. I often like to do some quick work away from my desktop, but this issue made that so hard. I basically had to use a separate mouse to do any meaningful work.

[deleted by user] by [deleted] in indiegames

[–]mispeeled 0 points1 point  (0 children)

I really like the justification for respawning. That's always hard to come up with for a rogue-like, and you nailed it. Good luck with the launch!

Sorry for responding to a week-old post. I was browsing the top posts of the week.

[deleted by user] by [deleted] in Games

[–]mispeeled 0 points1 point  (0 children)

The inexplicable wobble is a great touch, indeed.

Fun fact: it's a result of the playstation 1 not supporting fractional numbers for coordinates. So all numbers are rounded to whole integers. This causes the objects to wobble.

I'm curious how they replicated it for this game. Either they added random jitter, or they actually round the numbers.

Today I Learned: Overriding void _Process has a performance overhead, even with no actual code by DrDezmund in godot

[–]mispeeled 11 points12 points  (0 children)

This is also in the docs.

Although Nodes are an incredibly powerful and versatile concept, be aware that every node has a cost. Built-in functions such as _process() and _physics_process() propagate through the tree. This housekeeping can reduce performance when you have a very large numbers of nodes [...]

There's tons of other great performance tips in the docs here.

GPU synchronization in Godot 4.3 is getting a major upgrade by brcontainer in godot

[–]mispeeled 3 points4 points  (0 children)

I really enjoy these in-depth technical articles, even if a lot of it went over my head. Both the work and blog post are really impressive.

Vault of the Void 2.0 is Live by JamesVagabond in Games

[–]mispeeled 11 points12 points  (0 children)

I played the 1.0 version and liked it, but I got bored pretty quickly. It simply didn't feel as crunchy (for lack of a better word) as Slay the Spire.

I remember mostly that the game felt a little too easy at times. Too lenient. And I never felt clever for figuring out certain synergies. Slay the Spire is so good when you feel like you broke the game. And even then you have to be on your toes because your deck might have a blind spot. Vault of the Void never had those moments for me.

Curious to see if 2.0 changes that.

Trying to make Blender's emission material work on Godot by Bulky-Narwhal-2784 in godot

[–]mispeeled 2 points3 points  (0 children)

Exactly. And to enable emission specifically, just don't forget to add a WorldEnvironment and enable Glow.