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Thanks, honesty auto-drill should’ve been in the game I just didn’t think of it. Yeah lag, uh I did my best to optimize, I learned to use multimesh instance 2Ds, and I also had to make a custom sound effects setup so that we can have directional audio + lower the amount of audio stream players in game at once. Turns out just playing thousands of sfx can really lag the game. As in 17ms/frame lag. This is one of the first times I finished the game and took time optimizing it. Especially web optimization. You do NOT wanna see it before I optimized…

Yeah, and multiple sounds playing at once can be too loud, too. At least, that’s my personal experience. Also love all the 2D effects in the game.

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The sound that played so many times (the break rock sound) I mapped to a different audio bus and put a compressor and limiter on it so that I would always stay just a little below the explosion and tesla coil sounds. Was it too loud for you or could you still hear it?

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Sorry, I mean in my own game, it was too loud, but I solved it by let objects that play the same sound share a single audiostream that can play polyphony. Yours is alright now, no loud sound.

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Ah cool, no sweat. But also I wanted to share my cool audio solution. Basically if you only play sounds from one audiostream player with a big polyphony then it sounds flat because there’s no dorectional audio. But if you play it where each node has it’s own player, it lags. so what I did is make a grid of audiostream players I think it was 5x7 then whenever a rock breaks I map its break sound to the closest streamplayer. That way I have the best of both worlds with a middle ground. Each stream player as a polyphony of like 50 I think? Either way arbitrary number. Though I did crash someone’s 8GB of ram mac sooooo. maybe I should’ve gone for less.

Interesting method there. I’m still new to Godot and never really thought about the sound flat stuff before. Maybe next project (or post jam update)