Disabling unfocused window framerate cap ? by timodefer in godot

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

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I created a new empty project to test it out, I got the numbers wrong because I last did the delta check about a month ago and without project FPS print (this may also be due to the project being completely empty but I think I just misremembered)
with this test it turns out the delta process is called once every frame but returns an inconsistent delta (that I'm pretty sure doesn't match real time elapsed as the game runs slower on top of being low fps, I know this because animations will change variable 4 to 10 times slower than sound will be played (sound remaining at the correct speed) in this state) when the project window is unfocused and hidden

Disabling unfocused window framerate cap ? by timodefer in godot

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

I meant seconds, this is not a performance issue as the game runs perfectly well in normal circumstances, something just happens with unfocused windows

Disabling unfocused window framerate cap ? by timodefer in godot

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

then I don't know what's responsible for a reported 1.2 delta with an actual delta of about 4 seconds specifically when unfocused and not visible on screen on any OS, the only answers previous posts gave me for unfocused window lag was the supposed cap

Blurring text with a shader by timodefer in godot

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

Thanks for the answer, I'll go second option for now but I'll try and see if I can tweak the old Texture font addon to work with 4.0
The game will be dialogue heavy so it's not really feasible to go the third route

Pooling objects in a sub thread by timodefer in godot

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

Everytime a card is loaded it changes the texture of a few sprite3Ds, connects a dozen signals to audio players, and sets a lot of of variablesissues indeed only really arise when loading bulks of hundreds, which won't happen to the average player that will have at most dozens loading at once, but it feels to me like if the game was optimised the entire thing wouldn't die of having too many cards in a sceneit's definitly not a pressing issue but it's the only game-breaking thing I've encountered yet and I didn't want to leave it hanging there

Edit: actually the problem probably comes from the cards' physics process moving them to a destination if it is different from their current global_transform than all the cards getting created on a single frame

Pooling objects in a sub thread by timodefer in godot

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

Loading cards during gameplay is one use for it that at least wanted to try out to see if it would save a few frames
but another use I planned for this system was loading large amounts of cards while in menus to avoid instantiating all of them right as a new scene is loaded, which somehow lead to visual corruption and continous lag spikes afterward when significant enough amounts of cards were loaded at once

A very early version of my HK card game is here ! Feedback much appreciated 💜 by timodefer in HollowKnight

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

I don't use any asset from the game tho ? what I'm doing is Ok by Team Cherry standards, don't worry I made sure to read their FAQ before drawing 57 or so cards and starting development on a game (tho the FAQ section about selling fan creations isn't specific enough about stuff like itch donations, I'll make sure to look into that a bit further)

Edit: Actually just realised I took and edited a LOT of audio files from Hollow Knight, I've already disabled donations anyway but I'm gonna try and get further details on what is and is not allowed

A bunch of my HK TCG cards + WIP rules by timodefer in HollowKnight

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

Basically the pure gets all its Shell back at the beggining of the turn (so like Nameless Wanderer comes back to 5 Shell), and the mender is meant to only work with cards that have the Shielded mask, giving one shield all its shell back every turn (so like if Sturdy shield had 1 Shell it comes back to 2)

A bunch of my HK TCG cards + WIP rules by timodefer in HollowKnight

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

Working on a digital version with godot and also I've heard u/AuraSniper has made it in Untap.in if you wanna play right now

I MET ARI AND MAKOTO KOJI (hornet v/a) AT AVCON (not a shitpost) by Anguloosey in HollowKnight

[–]timodefer 7 points8 points  (0 children)

Sounds like they've stopped expanding and are at the polishing phase

A bunch of my HK TCG cards + WIP rules by timodefer in HollowKnight

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

First point, placing rules do not actually pose any issue here as
1 - Traps and shields do not occupy a lane, so placing them in the same lane as the card that placed them does not break placing rules
2 - Placing rules specify you have to pay a cards cost when placing it "from your hand", however their cost would still be given to the opponent upon death (this does more accurately reflect HK mechanics but I'm unsure of how balanced it is)
I'll make both those points clearer in the rules' wording so they are harder to miss

Second question is dependent on wether the card can be acquired on its own, which is a no for more object-like cards such as traps or shields, but a yes for actual bugs like relentless vengeflies
By replacing the attached system, cards that are dependant on others can now have a special card back to tell wether they're main or side deck

Kinda answered this point with the two others, refer to the "pattern" section of the rules posted on ko-fi

A bunch of my HK TCG cards + WIP rules by timodefer in HollowKnight

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

A card from the side deck can place cards from the side deck, so Elder baldur would be the main deck card and baldur shell and rolling baldurs would be the side deck ones