BluesM18A1
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claymorelabs.xyz
BluesM18A1
@claymorelabs.xyz
Game Dev, sometimes posts VGM remixes on Youtube and draws stuff.
More info on my work at www.claymorelabs.xyz
Okay maybe it isn't just a problem with us all relying on pirated copies and emulators, even buying old games used will often leave you without that ever-helpful manual.
November 27, 2025 at 8:42 AM
It's proof of great game design when a game so old does a good job of teaching mechanics through the gameplay itself, but for the many great games that still need you to read the manual, it's kind of a shame many of us forget to download it with our definitely-not-pirated copy of the game.
November 27, 2025 at 8:39 AM
Tim Sweeney can suck my Peeney
November 27, 2025 at 6:34 AM
Not even worth giving it the descriptor of "art". It's just images. Worthless ones at that.
November 27, 2025 at 5:44 AM
Do I still want to have very large levels that take 4-8 minutes to complete? Should I instead pivot to having a bunch of smaller levels that take 2-4 minutes? Should I try to split the big levels into chunks that are loaded as needed? How would I make loading as seamless as possible?
November 27, 2025 at 1:44 AM
Very heavy yet careful use of VisibleOnScreenEnabler nodes drastically lightened the CPU load, but noticing how there were yet further performance gains by deleting half my level gave me one big question about how I approach level structure in my game:
November 27, 2025 at 1:39 AM
Every last physics object, even StaticBody2Ds, takes a certain amount of CPU power to account for that really adds up when you have hundreds of them all over a big level. "Pausing" them when far off-screen is very helpful, but removing them entirely when not in use is even better if you can help it.
November 27, 2025 at 1:31 AM
So with that in mind, I did figure out a couple things that drastically lighten the CPU load even on my main workstation
(This is the part that's rather Godot-specific):
November 27, 2025 at 1:30 AM
Now I leave Vsync turned off for testing that way I can see the utter maximum amount of frames the system could possibly churn out per second with the current load, and what I found is running at 150-200FPS isn't that terrible for the physics, but any further below makes things feel awful.
November 27, 2025 at 1:25 AM
The second-biggest performance concern is CPU power. I decided very early on to have the physics tickrate set to 240hz with no interpolation instead of the default 60hz with interpolation on. This made the game feel much more precise and smooth, but it means the system has to work extra hard.
November 27, 2025 at 1:20 AM
Finding this out made me extremely conscious of the resolution of every image file I put in the game, making sure they are *only* as high-res as they need to be. For example, background elements can afford to look slightly blurry, as that helps you read the foreground elements, so I downscaled em.
November 27, 2025 at 1:13 AM
Now even if my game is 2D, it still uses high-res spritework designed for 1080p and 4K. As you might guess, this means VRAM is still a very big consideration for this game's performance. 1GB of VRAM is just a hair short of enough to handle this game, even at a low resolution of 1024x768.
November 27, 2025 at 1:07 AM
EXHIBIT A: The Dell Optiplex 990.
I got mine for (I think) $35 used.
Out of the box it has an Intel Core i5-2400,
and I fitted it with a Radeon R7 200 series GPU as it's one of the oldest and weakest that support Vulkan.

Later I will be upgrading it to an R5 430 for reasons I'll explain later.
November 27, 2025 at 1:02 AM
The section that sucks to play is inevitable in every game whether you intend it to be that way or not. Committing to your creative vision matters far more imo. Consequences of doing so be damned.
November 25, 2025 at 1:36 AM
okay I had to go on my PC to read it wtf
November 24, 2025 at 5:17 PM
aint no fuckin way bruh I thought that shit was just a crusty old gif
November 24, 2025 at 5:15 PM
I didn't think North Star was *that* unpopular, but if I had to guess, besides bad manga scans and subpar anime adaptation like others said, it's just too old to get western mainstream status by now. It's the prehistoric megafauna ancestor of Jojo and Beserk. (Still really good tho)
November 24, 2025 at 4:50 PM