oh I didn't even know I was looking for it everywhere
But good job I'll be following your progress
skills are fun, well implemented , game play is smooth, music is great
2 things i would suggest though
less procedurally generated maps , the maps currently generate very small, and almost always the same with the same pack spawn locations so it quickly starts feeling repetitive to do the core loop
and then
tp scrolls , when killing the last pack, it would be nice to directly be able to go to town from that location instead of pointlessly having to run back to the center every time
besides that good job
well i keep changing methods it seems , im testing now for even more performance , as im targeting it running on low end pcs also
so i do all the poses now
bake the key frames
with changing the bones to sprite2d
now im cutting 50% node count , and processing
since i need to balance out implementing high res
#learning #grinding
great update !
im not sure though somewhere is a bottleneck when you reach above stage 6 , where when the damage tick goes off ,
you get quite noticeable frame drops until all the objects are instantiated
either alot of calculations going off simultaneously
or
the amount of text labels being instantiated all together
("godot headaches")
either then that great job with optimizations!!!
also i dont know if you know or how your showing the damage logs
But with godot
using text labels is one of the worst performant options :P
i was using it , but decided to rather use a sprite atlas , and batching , so its 1 draw call for all the numbers of a damage log , and reusing a atlas
so end result it made my game 2x more optimized just with that label to sprite replacement :)
but good job with your project !!!
THE END you have defeated the boss in 1 hour 22 min
, damn the second time playing it was even more fun
keep it up mate!!!
would like to see you add more features like selling unwanted gear ,
and maybe look into some means to reduce the (object load at late game) like how bullet hell starts pooling objects , because it packs a punch on my computer when im collecting 500k shards on a map run :P but its a 5/5 for me
THANKS MAN!!!
appreciate it!!
im still fixing minor issues as i go with the online version
but yea im also now hoping to get a solid start with the godot version
and then have actual moving enemies , and much more 2d /anime visuals
PLUS already got 2 features disabled for online right now :D
might work on them also in between the cross over to godot :)