Antiphase by Phobos001

EDIT: This game has been updated 10/8/2019 to fix a performance issue with rebuilding static collisions every physics frame. No new features were added.
You have been made OBSOLETE by your machine creator, but you think that's a load of crap! Keep control of as much of the level as possible to defeat him and escape!
Created in Godot 3.1 for the Jam! Music was made by Pitfall (not specifically for the jam). http://www.soundcloud.com/pitfall-3
Also, I had to release the games in a debug state, or else enemies would fill the screen immediately. Yes, I'm using deltatime on my timers >:L I think it's a Godot engine bug, I'll look into it.
Have a wonderful rest of the Jam everyone! :)
====== Download the game here: https://phobos001.itch.io/antiphase ========
https://youtu.be/pio01gh8BfI
| Youtube | https://my.pcloud.com/publink/show?code=XZOMWLkZaF7iBcJEqxyecJliuICDLfePKkEk |
| Youtube | https://phobos001.itch.io/antiphase |
| Original URL | https://ldjam.com/events/ludum-dare/45/antiphased |
Ratings
| Given | 8๐ณ๏ธ | 16๐จ๏ธ |
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.
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.
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 ๐
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.
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!
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 :)
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.

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 ><