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You know how it goes, here's a video from me:

https://mega.nz/file/CIFzXJjS#nNMlR5hh0hUMQRvY9hvSzOEl2CF5rM3-vut80AaGMoE

It's always fun to playtest your game. Any feedback I got for you s mentioned in the video, but it is probably mostly for your entertainment. One thing that is probably the most important is that one weapon I found which kept dropping my frames.

Hello again friend, I always appreciate you taking your time to do this.  Answering some of your thoughts:

There is a new version of the jolly purple horned lads that you can encounter later, basically the same thing but stronger.

I see you struggling with the awful gun tooltips, for example the one for frags do not even list the released projectiles so not very easy to know how strong they are... But I am currently working on improving them and I think its going well.

The different heals have gotten a bit confusing know that there are several, the ones in the shop are actually a lesser one that heals for less and it differs how many there are you can buy. The Ration one is a bit less than the one you can get in the Interstice as you can take it with you. I'll put in exactly how much each one heals, hadn't really thought about there coming up situations where you can choose between multiple ones for example.

Mass isn't really explained anywhere, but its just physics. So increasing your mass will slow you down a bit but also make you more resistant to being pushed around by enemies.

And then onto the slowdowns, I looked into it and apparently its a rendering issue. Most likely because of an inefficient shader I haven't bothered to improve. I don't notice anything at all on my dev machine, so its great you found it.
I think I have it sorted out, if you would like to do me a favor and help me even more here is a test version where Logan starts with a Sawed Off with twice the regular projectiles. If you clear the first level you can hold down the button by the portal and see if its still bad: https://file.io/XLkd3bnt0xeJ

Either way, thanks a lot for your time.

I am sure you are going to be able to improve your tooltips. Healing items with just "heals x % health" would be enough.

More importantly, here is the quick test on the version you uploaded https://mega.nz/file/OcNiWThJ#Ku2KxPDlZ5wV3p1WkjWdc1_u5CFS7maH6XDJZLwIzAo

Wow that was fast, thank you. Still not looking good though, really odd. I was trying it out on a laptop with an integrated graphics card and it didn't go below 90 FPS. Must be something else going on too, I will look into it! Have a nice weekend.

I am on a laptop, but it has GeForce RTX 2080 with Max-Q Design.

Processor is Intel Core i7-9750H CPU @ 2.60GHz x 6

Memory is 31.1 GB

My reply was fast because I just noticed it. Normally it might take days until I reply during the week. If you got another built to test after you figure something out, then I can test it for you when I got the time.

With a computer like that there shouldn't be any perceptible slow down at all, very strange.

Anyway, here's another test request when you get the time. Same procedure as last time, you can press F5 to instantly kill all enemies.

https://file.io/WTYIzVPWkkms

Here you go https://mega.nz/file/mF9yhTLK#H9wThQ8agn17ETP9TI_Qj3DGDzJx0cO-7-23jL0QgJk

I am curious what got changed. I also added a small message if there is ever any need.

(2 edits)

Thanks for the quick test again! It looks like it worked too, although I'm reminded that I still need to figure out why the bullet casings going left are black for you. Have even less of an idea why that happens.

The problem had to do with the way I handle animations, in short its all flipbook animations handled in shaders in an attempt to optimize it for the CPU. Now this is all speculation but it seems like trying to fix what I think the problem was fixed it; the way I had it set up with handling different properties for different projectiles created a massive amount of branches that caused the slowdown. How shader branching is handled seems pretty dependent on hardware, drivers, etc so its possible that how its handled on some systems caused it. Could be because of some difference between Linux or Vulkan or something, not sure.
So I made a change to avoid branching that is much more convoluted and probably ~80 more instructions per frame but if it works...

I don't use Discord much but I'll add you for sure.

It makes sense. Branching in shaders can make huge differences the more convoluted they get. I am happy you managed to solve the issue. As for discord, I was in the same boat, but everyone I know uses it.