CSLR
CSLR
@venitstudios.bsky.social
Worlds #1 worst solo dev itch - https://venitstudios.itch.io/ youtube - https://www.youtube.com/@VenitStudios
266 followers91 following3.9K posts
I feel obligated to mention that I do plan to have some larger scale testing going on in the coming weeks, hopefully with some solid gameplay footage. after that, I don't really have a plan potentially another major codebase refactor though 🙃
Did some play testing tonight and holy god one, it didn't completely blow up in our faces, which was surprising given I rewrote most of the player code and hadn't done any testing since June two, there seems to be a serious flaw in my networking code three, what was broken was funny.
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update to this stupid saga seems to be related with the "game view" editor feature, doesnt happen if the feature is enabled but it happens if its disabled. that leads me to thinking its an issue thats part of the PR i linked after all 🤔 i cant be bothered to set up everything for a debugger tbh
seems like it started explicitly with dev7, which is kind of problematic... i could POTENTIALLY roll back to a commit prior to that PR being merged, or potentially roll back my branch to dev6 if anyone has any meaningful talking points here's my GH issue github.com/godotengine/...
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We at @ahwoo-official.bsky.social and RocketWerkz have made the BRUTAL Framework, that Ludeon have used to make their engine to power RimWorld, and us Kitten Space Agency, open source and free to use. Our industry is rotting from the core out. We plan to change it. www.reddit.com/r/gamedev/co...
sorta big breakthrough does NOT happen if running embedded in the editor through the game tab also does not happen in dev5, potentially stems in dev6 with github.com/godotengine/... if that is the case... shit
not entirely sure what exactly is happening here if im being honest however the game either entirely stalls and doesn't update at all, then crashes entirely. it MIGHT be an issue with the debugger, but it still leads to the same result heres a better video of the behavior..
seems like it started explicitly with dev7, which is kind of problematic... i could POTENTIALLY roll back to a commit prior to that PR being merged, or potentially roll back my branch to dev6 if anyone has any meaningful talking points here's my GH issue github.com/godotengine/...
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update, that helped to a degree but didnt fix the issue entirely. gonna need to rewrite all of this eventually anyways, implemented a different solution to fix the issue "for now" (if there is such thing) until i find a better way of handling inputs over the network
i think i just fixed a long standing issue by changing an rpc's transfer mode from reliable to unreliable ordered means i am probably going to drop inputs at some point, but its on a function that gets sent semi regularly so i dont think it matters too much
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trying out the white set and yeah.. i don't really know how to feel, the light pack fits better with my UI style but doesn't have much contrast might just revert back to kenney's then possibly find another input prompt pack
moved over to a new inputs icon pack on frontier deadzone and i'm realizing i don't really like it as much as i would, at least i went through the effort to make a new event to icon mapping system 🥲