Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Thanks for the details. There sould be music the moment you hit play. No music => No notes showing.

Could I bother you for some more feedback? If you open the browsers console, does the console show any errors when loading up the game or when hitting play button?

(+1)

I’m 90% the problem is the iGPU can’t cope. I had to drop a significant shader on my game and take a large hit to the graphics to get it to behave moving to WebGL.

Can I ask what low-end iGPU you tested with?

I wrote the CPU was at 100% playing your game, not the GPU, which was unexpected, but they share a heatsink. I can’ recall how far under 100% the iGPU was, but my game was bugging out with just 90% load when I had that rogue shader.

The whole Task Manager was a laggy mess playing your game, I didn’t want to prolong its agony, once I had identified the offending tab, and shut it down.

Being godot scripts I can (I hope) decompile and run relatively safely that way, later. Kudos for that, who knows what low end hardware you find here.

I kinda think it's not the iGPU that is the problem as you said the gameplay itself was smooth. The music processing should be processed by the CPU anyway. Something could be blocking the start of the music or the game tries to restart it every frame.

I have tested with my laptop and mobile phone. They are a bit laggy, but both of them play the music and show the notes for the rhythm.

  • Laptop (AMD Ryzen 5 5625U with iGPU)
  • Mobile phone (Qualcomm Snapdragon 865 + Adreno 650 GPU)

If you hear the birds, but not the music then it makes me think the issue is AudioStreamSynchronized. I use that for looping the music tracks in sync, but the ambiance uses regular AudioStreams. There's a possibility that Godot 4.6 has a bug in AudioStreamSynchronized that makes it incompatible with your hardware.

Thanks again for helping me figure this out.

(+1)

It was Edge I used before, and I only tested my own game on multiple browsers.

It actually works on Firefox.

Here’s the console log:

Godot Engine v4.6.stable.official.89cea1439 - https://godotengine.org index.js:452:16
OpenGL API OpenGL ES 3.0 (WebGL 2.0) - Compatibility - Using Device: Mozilla - ANGLE (Intel, Intel(R) HD Graphics 400 Direct3D11 vs_5_0 ps_5_0), or similar index.js:452:16
Build configuration: Emscripten 4.0.20, single-threaded, no GDExtension support. index.js:452:16
WebGL warning: drawElementsInstanced: Depth texture comparison requests (e.g. `LINEAR`) Filtering, but behavior is implementation-defined, and so on some systems will sometimes behave as `NEAREST`. (warns once)
Request for pointer lock was denied because the document is not focused.

HD Graphics 400 huh?

Yeah, my hardware is definitely stretched my your game, more so than my game, but I’d like to see a little more headroom than this.

Fun game, in the end.

Glad to hear you got it working on another browser and thank you for the console log. That difference of used HD Graphics certainly is weird, but I don't  see any critical errors there. I also tested with Edge on multiple devices, but I couldn't reproduce the issue. This might just be a pickle I will not solve.

And yeah, I definately could have optimized the browser version better :P