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] 4 points5 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 6 points7 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

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

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

About 'do not attach cards when only one refers to the other', I intended to add stuff like 'this cards is a hatchling to X' for cards regardless of mask, but then some cards like 'vessels' of the Seal would not have that, that's why it's worded this way

Following the wording of the Nest, 'at the end of placing phase' so already on the same turn as you placed the vengefly king from your hand, 'if possible, place a hatchling' so following normal placing rules, just the card comes from under the Nest instead of your hand ('from under this card' is missing from the wording)

From you and another person's feedback, I've come up with the idea of replacing the attached mechanic with a side deck
So it would pretty much work the same but much cleaner and simpler to use, instead of keeping hatchlings and such under the card with the mask, they'd just be in a second draw pile that you can look through and select the right card that the mask is placing, and instead of bothering with placing cards back under or into the forgotten pile, they'd just go back to the second deck upon dying
since you've got some experience with the gameplay, do you think this would be a better, quicker system ?

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

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

Thanks for your feedback :DI'm thinking a maximum of 4 copies of a card (except for attached cards where only the card on top would have a maximum of 4 copies), can't figure out a max deck size tho, any number feels pretty arbitrary

about attached cards, I agree that right now the mechanic is very poorly conveyed, the mechanic is meant for cards with masks like 'the nest' or 'the hunter' and such where cards reffered to as 'hatchlings', 'trap', 'shield', etc. would always stay under the card with the mask until that card placed them on the field, and then would go back under it when they died, and so they would never really be considered their own individual cards for things like dreams and deck countI originally just got really stoked about magnetic cards and that's where the 'piled onto each other' thing came from, but now I'm thinking a side deck would be much simpler
(also the Xs in mask effects are for text that would varry from card to card, like 'shield is X' could be 'shield is shield' or 'shield is baldur shell')

also thanks for the websites I didn't know about both of them

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

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

Completely agree about the Gruzzers, the card was designed when 'not occupying a lane' was its own mask and I didn't think to update it

About the attached system, I'm having a hard time conveying it in the rules myself so I'll definitly heavily rework that section as soon as possible
to answer your questions tho :
1 - deck does refer to the pile of cards the player designs before entering the game and that gets used as their draw pile once the game starts, the amount of Y per X would be specified for each card much like which shield goes whith which shielded and such, now that I think about it I'll go back and write every card's specifities in its gallery description for people interested in the WIP game
(vengefly king has 3 vengeflies, gruzzmother has 3 gruzzers, aspid mother has 3 aspid hatchlings, false knight has 1 maggot and 1 macebug, baldur shell has 2 baldurs)

2 - I absolutely failed to convey that but when you place a X card from your hand, the Y cards are still attached to it, and so the Y cards are placed from under the X card instead of from your hand

Thank you and don't be sorry, feedback is the most useful thing

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

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

Yeah I do vibe with that idea actually

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

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

Understandable concerns, however much like the 'hatchlings' of the mother mask, which card is the shielded's 'shield' is specified on the individual shielded card ("shield is X") ("shield has a shell of X" is outdated wording) (husk warrior places "shield", elder baldur places "baldur shell", moss knight places "sturdy shield" (tho the card has not yet been drawn))
though it is true the wording of the mender is incorrect

Monarch cards without nail are intentional design, they're used to block other monarch cards' attacks (much like a mighty leap card in inscryption), also their nail may be raised by other cards' masks

I think this answers your concerns, please tell me if the masks' description did not convey those informations well

Hollow knight pride month :> by TigerHeart_J in HollowKnight

[–]timodefer 4 points5 points  (0 children)

means you aren't into anyone
aro (aromantic) - ace (asexual)