FoonLudum Dare ExplorerLD45 → Antiphase

Antiphase

By phobos001

View on ldjam.com

CategoryRankScoreCount
Overall3.3012
Fun3.7512
Innovation3.4512
Theme3.3012
Graphics3.3512
Humor3.3512
Mood3.3012

Comments

gargoyle-g 2019-10-06 19:05

I like the music and the sound effects. The game had quite a bit of lag though and problems with moving through the gaps in the area. Got as high as ~70 Percent but didn't win.

fupi 2019-10-06 22:56

I really liked the humor and the whole aesthetic of the game, however it ran painfully slowly in my pc. I don't know if that's the game's fault, but nevertheless I was able to finish the game without much trouble. Some things I didn't like were how the camera moved when I moved the mouse, which made it difficult to aim, and how shooting is binded to the right mouse button, I just found that odd. That aside this game is really satisfying and enjoyable to play.

nachtwitch 2019-10-08 21:53

Love it, I could tell you put a lot of effort into this, good job my man

cybikitty 2019-10-08 22:10

Real great work here, good job! :D I agree it was also a bit laggy on my end but playable ^^

nathan-wash 2019-10-09 00:36

I concur with the performance issues, but the overall concept was super cool! I still had fun with it even though it was at barely playable framerate.

It took me two tries but I beat him. I think you could do more enemy spawns, or have multiple levels that increase in difficulty and have different layouts and such.

We used Godot for our submission too and I'd be interested in trying to figure out why the performance is suffering so much. I might take a look if I get some time!

As a side note, the music was super catchy, and the voicing was hilarious.

phobos001 2019-10-09 00:55

@nathan-wash Yeah, I was only aware of a janky lag when testing, but the comments on a low average framerate took me by surprise! Definitely weird.

There's some loops in there that go over the tilemap, but I dont think there's anything that would slow things down THAT much! X_x

If you liked the music, check the description for Pitfall's SoundCloud! He makes some great electronic music, and he's made music for some of my previous games. He's pretty awesome 👍

nathan-wash 2019-10-09 01:48

@phobos001 So, I did some digging out of my own curiosity. I checked pretty much every physics/process loop watching for them to take longer than normal but had no luck with that. I found through the Godot Profiler that you don't spend very much time per frame on actual physics/process calculations, but there's a lot of "idle time" which is apparently caused by loading in textures and stuff.

I don't know enough to actually solve your problem, but that'd be a good place to start looking. It's a really weird problem, it doesn't seem like anything you did with your programming because the Menu screen has pretty much nothing going on and it still is just pegged at ~13 FPS.

I noticed the physics are set to run at 144 FPS, is that default for Godot or did you mess with the Project settings a bunch?

I was just curious, I would be interested to know what was wrong if you ever figure it out.

phobos001 2019-10-09 02:42

@nathan-wash I have a 144hz monitor in my laptop and desktop, and since Godot doesnt have interpolation out of the box and all motion would be soft-locked to 60fps even with VSYNC off, I just set the phys rate up. Since there isn't too much fancy stuff going on it should be fine.

I think that - since the tilemap of both the minimap and the level grid are being updated every physframe, it is either:

* Rebuilding static collision quadtrees every frame (or something similar, not sure if Godot has Quadtrees) * Rebatching tilemap sprites everyframe (which wouldn't be as bad unless it isn't implemented well.)

I'll try removing collision shapes from the tilemap to see if it's a collision optimization thing slowing things down (lol). If it is, not sure how I would fix it without refactoring things, and if that would be allowed for the Jam. What do you think?

EDIT: That's what the issue was! Godot was rebuilding static collider optimizations every frame because of the invisible tile-walls. I solved this by splitting the static and dynamic tilemaps so Godot didn't have a continuous stroke. Thank you for helping me work through this issue!

4quet 2019-10-09 11:43

Fun little game ! I think the boss has too much HP, it's a bit too hard to beat him (but maybe the low framerate makes the game a bit harder too). That's a true programmer UI you did there haha ! I liked the visual aspect of your game and the sound effects are cool too, great work :)

nathan-wash 2019-10-11 23:13

@phobos001 Glad you figured it out! If the fix wasn't too involved I'd say it wouldn't hurt to upload the new version. It's not a change in core game mechanics and makes the game playable so I can't imagine that would be frowned on. My understanding is that minor fixes are okay, you just can't update core design/mechanics or add features during the rating period.

edit: Just noticed you did update it, about to give it another play!

edit2: I think you may have forgotten to upload the updated version to your itch.

phobos001 2019-10-11 23:48

@nathan-wash Oh lordy you saved the day again! I knew I uploaded it, but I thought I hid the older versions from being downloaded. Turns out I'm just silly and hid the wrong ones. Ay yie yie 🙄

296bd.png

I'm gonna upload the R2 source sometime soon when I get to my PC. Maybe eventually I'll use a different versioning scheme too ><

morago 2019-10-13 04:43

Liked the feel of the game when it fired, feels satisfying and it has weight with the screen shaking.

tygrak 2019-10-13 20:33

I loved the ending haha. The game has some very funny sound effects overall :). The music is a real banger too. Getting the shields down was hard at times, especially when enemies spawned exactly on the other side from where you currently are, but I still managed to beat the game :).

smbe19 2019-10-16 20:07

Hmm, shooting the floating guy somehow did not work for me. He always had his force shield and I couldn't get through it no matter how many of the tiles I controlled.