stridesgames
@stridesgames.bsky.social
320 followers 80 following 190 posts
Gamedev studio working on our dogfighter - Fractured Alliance. Custom engine. Custom tools. Happy to share other fellow indies' work upon request! Cheers!
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stridesgames.bsky.social
#screenshotsaturday Therer're tiny systems built into the game that helps the player silently. Often, aiming at small turrets tend to be hard due to the fighter being too maneuverable; hence the FINESE aim mode. Watch and find out!

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stridesgames.bsky.social
#screenshotsaturday Therer're tiny systems built into the game that helps the player silently. Often, aiming at small turrets tend to be hard due to the fighter being too maneuverable; hence the FINESE aim mode. Watch and find out!

#indiegame #indiedev #indiegamedev #gamedev #twitchtv
stridesgames.bsky.social
so for my upcoming game, there'll be some context sensitivity when it comes to input ... hopefully it'll address the latency issue without the need to turn off V-sync ...

game's name is gonna change too :( but yeah ... thanks for the conversation.
stridesgames.bsky.social
but if u ask me - while it's legit for players to call it latency, they also have to recognize the unnecessary amount of load they're putting on their GPUs just for this ... actually this is ok until devs get blamed for poor optimization DUE to this ... lol
stridesgames.bsky.social
it depends on how the input polling is being done ... if the devs or the game engine puts it in the variable execution loop then the more it's called, the more "sensitive" the input will feel because it's acted upon almost every possible call

V-sync typically limits this call to the refresh rate.
stridesgames.bsky.social
for the discarded frames scenario... if it's 300 fps over a 60hz monitor - u'll only see the progress every 5th frame ... the rest are discarded, means u r actually seeing jitters but the high fps makes u think it's smooth. Just turn on V-sync and u'll see WHAT's smooth.
stridesgames.bsky.social
but back to input latency - i could set my thread to sleep for 5ms per poll, but whether or not the game engine can pick it up is another matter.

If u turn off V-sync, either, the extra frames rendered as discarded OR they tear onto ur screen; ironically disrupts ur sniping...
stridesgames.bsky.social
so by default V-sync will "limit" ur fps to ur refresh rate. Most ppl are running between 60-120hz - each pixel that is rendered isn't done so cheaply... that's where FSR and DLSS comes in to help see what the final color most likely will be like - saving a ton of calculations and thus gpu usage.
stridesgames.bsky.social
u can set it to wait for 2 frames - but usually it's just waiting for the current frame to be sent before pushing the next frame. That's rendering side of things - input doesn't need to depend on rendering - it can be a separate thread altogether.
stridesgames.bsky.social
ok, I'm going to put it here - my input polling is done via a thread that polls at a FIXED INTERVAL. Turning V-sync off won't make input more sensitive.

#gamedev #indiedev #indiegame #indiegamedev

Please - turn on V-sync. Rendering so many fps (ie, 500fps) without DLSS or FSR turned on is insane.
stridesgames.bsky.social
And i honestly hav no idea. Phew. Hahaha
stridesgames.bsky.social
It does in one way or another. Hard to make completely unique music without sounding disconnected. But i assure u it’s not lifted or ai generated. Heh
stridesgames.bsky.social
#screenshotsaturday the final song for the demo is complete! Song's called "Burst Fire"; something most players would likely use to focus firepower on the target briefly.

Back to the game itself!

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stridesgames.bsky.social
P.S. the song's far from finished - it's just copy n pasted to fill up the whole song length only ... the melody will need some tweaking as well...
stridesgames.bsky.social
#GamingTuesday #TuesdayVibes ok - here's an ACTUAL vid of me arranging the new battle song - www.twitch.tv/videos/25732...

Used both "sushi" and "threading" approach. One to make detailed sections, the other to thread the entire song with bass only.

#indiegame #gamedev #indiedev #indiegamedev
composing
jeremylee80 went live on Twitch. Catch up on their Music VOD now.
www.twitch.tv
stridesgames.bsky.social
composing isn't exactly a progressive thingy ... having the right vision supported by the right motifs is essential and that doesn't always come.

Once it's here - i'll only hav 3 mins to record it on a piano or by humming into my phone lol ... then i'll totally forget abt it ...
stridesgames.bsky.social
#screenshotsaturday still working on the 2nd battle track. Rejected a few motifs already. Barrel roll is completed though. Need to bathe more to get more ideas lol

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stridesgames.bsky.social
#screenshotsaturday sneak preview - still being worked on... OST "Barrel Roll" probably another week or 2 before both tracks are done. Plays during dogfights.

#indiegame #indiegamedev #gamedev #indiedev #gamemusic #videogamemusic
stridesgames.bsky.social
#screenshotsaturday not much visuals this week. Working on music next week. Music mood manager is working already. But here're a few shots in 4k (sandbox build, no skybox) - wormhole is in 1080p though ...

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stridesgames.bsky.social
my data layer is no longer required to be strictly serialized or versioned ... I can just change the "schema" as and when I like without migration or porting ... that's y the editor doesn't need that much codes to tie in the widgets.
stridesgames.bsky.social
@mandmstudios.bsky.social so - the OSTs are specified here so that when they're loaded as data into the game - the game engine will tie up the pieces together.

the multi-track specification is just future-proofing that's all ... but I could insert them anytime anyway coz my data layer >>>
stridesgames.bsky.social
so if the states are the same - then there's no need to purposely interrupt the mood - which cycles a list of music randomly....

in some cases, it has to interrupt but not immediately - that's y there's a "Gradual" change mode...
stridesgames.bsky.social
next - means it'll wait until the current music finish playing then switches to the next mood.

based on these - there'll be states in this game, ie, in hangar, has enemies, enemies near ...

i'd hav to compare if there's a change between now and then to make a decision.
stridesgames.bsky.social
it also depends on the jukebox class - coz there're like immediate, gradual and next change modes. The state machines between them will determine how the next music mood come along.

Gradual fades out the current music and changes to a new one. Immediate is - immediate - interrupting current music
stridesgames.bsky.social
P.S. there's just minimal coding for this... the data layer is absolutely abstracted from code. So I can implement this even when the engine isn't ready to handle it yet.
stridesgames.bsky.social
#screenshotsaturday and so I was working on the music mood manager & realised there's no way to specify moods unless done so in code. So I decided to add it into STAB. Multi-track thingy is for future implementation - but doesn't stop data from existing.

#indiedev #indiegamedev #indiegame #gamedev