Antiphase by Phobos001

[raw]
made by Phobos001 for Ludum Dare 45 (JAM)

vlcsnap-2019-10-06-09h35m49s252.png vlcsnap-2019-10-06-09h35m06s370.png

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

Ratings

Given 8๐Ÿ—ณ๏ธ 16๐Ÿ—จ๏ธ

Feedback

Gargoyle-g
06. Oct 2019 ยท 19:05 UTC
I like the music and the sound effects.
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.
Fupi
06. Oct 2019 ยท 22:56 UTC
I really liked the humor and the whole aesthetic of the game, however it ran painfully slowly in my pc. I don't know if that's the game's fault, but nevertheless I was able to finish the game without much trouble. Some things I didn't like were how the camera moved when I moved the mouse, which made it difficult to aim, and how shooting is binded to the right mouse button, I just found that odd. That aside this game is really satisfying and enjoyable to play.
NachtWitch
08. Oct 2019 ยท 21:53 UTC
Love it, I could tell you put a lot of effort into this, good job my man
Cybikitty
08. Oct 2019 ยท 22:10 UTC
Real great work here, good job! :D I agree it was also a bit laggy on my end but playable ^^
NATHAN WASH
09. Oct 2019 ยท 00:36 UTC
I concur with the performance issues, but the overall concept was super cool! I still had fun with it even though it was at barely playable framerate.

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.
๐ŸŽค Phobos001
09. Oct 2019 ยท 00:55 UTC
@nathan-wash Yeah, I was only aware of a janky lag when testing, but the comments on a low average framerate took me by surprise! Definitely weird.

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 ๐Ÿ‘
NATHAN WASH
09. Oct 2019 ยท 01:48 UTC
@phobos001 So, I did some digging out of my own curiosity. I checked pretty much every physics/process loop watching for them to take longer than normal but had no luck with that. I found through the Godot Profiler that you don't spend very much time per frame on actual physics/process calculations, but there's a lot of "idle time" which is apparently caused by loading in textures and stuff.

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.
๐ŸŽค Phobos001
09. Oct 2019 ยท 02:42 UTC
@nathan-wash I have a 144hz monitor in my laptop and desktop, and since Godot doesnt have interpolation out of the box and all motion would be soft-locked to 60fps even with VSYNC off, I just set the phys rate up. Since there isn't too much fancy stuff going on it should be fine.

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!
4quet
09. Oct 2019 ยท 11:43 UTC
Fun little game ! I think the boss has too much HP, it's a bit too hard to beat him (but maybe the low framerate makes the game a bit harder too).
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 :)
NATHAN WASH
11. Oct 2019 ยท 23:13 UTC
@phobos001 Glad you figured it out! If the fix wasn't too involved I'd say it wouldn't hurt to upload the new version. It's not a change in core game mechanics and makes the game playable so I can't imagine that would be frowned on. My understanding is that minor fixes are okay, you just can't update core design/mechanics or add features during the rating period.

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.
๐ŸŽค Phobos001
11. Oct 2019 ยท 23:48 UTC
@nathan-wash Oh lordy you saved the day again! I knew I uploaded it, but I thought I hid the older versions from being downloaded. Turns out I'm just silly and hid the wrong ones. Ay yie yie ๐Ÿ™„

![296bd.png](///raw/e27/z/296c8.png)

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 ><
Morago
13. Oct 2019 ยท 04:43 UTC
Liked the feel of the game when it fired, feels satisfying and it has weight with the screen shaking.
Tygrak
13. Oct 2019 ยท 20:33 UTC
I loved the ending haha. The game has some very funny sound effects overall :). The music is a real banger too. Getting the shields down was hard at times, especially when enemies spawned exactly on the other side from where you currently are, but I still managed to beat the game :).
smbe19
16. Oct 2019 ยท 20:07 UTC
Hmm, shooting the floating guy somehow did not work for me. He always had his force shield and I couldn't get through it no matter how many of the tiles I controlled.