I couldn't really play it. It was running very slow and when I pull the lever, it moves a little then stops, and if I hover the mouse over it and keep up with it, then it slowly moves, but if I just pull it down it stops.
So I think what you have done is made it while LMB held down, lever follows mouse, but if mouse moves away from lever, it stops. so at low FPS like on my system, it gets left behind almost immediately and this breaks it. Also, the lever moving very very slowly and so I think that you have it moving a certain amount each frame, instead of a certain amount each second, and so it becomes framerate dependent.
maybe grab screen_y of mouse on LMB down over lever, start tracking mouse pos, stop tracking when LMB released, and on each frame update lever to the current mouse pos Y value or something.
the help text with the arrows was nice. I thought that there was no sound but it was just very quiet so I think if you can normalise all of your SFX to -0 db or maybe but a compressor on the audiobus?
It's a cool concept, makes for a fun demo. Also a pleasant surprise to see shanghai gold in there, so thanks for that. I like that there's heaps of random events that keeps interest up. Would maybe like to see some crazier upgrades that can essentially break the game, like humongous coins of 1000% speed coin pusher. Performance and physics simulation could do with some work. In terms of potential, I don't think it would really work as a full retail game, but nothing wrong with having a fun demo to flex your skills. Was fun to play!
I'm lagging like crazy. I better go play some Crysis before I start feeling my PC is inadequate.
I think it's cool that you render an entire room around the machine, but I can't help but think that may be contributing to the performance. I remember the same thing happened back in the day when the SEGA emulator on Steam implemented something similar.
During a speed-up event the game became noticably laggy.
I want to rip those f$#&ing levers off. Please add WASD or arrow keys to change them instead.
I feel like this has some promise but you have to fake it along the way. Like adding different layouts or setups. I know that you've posted about how the coins are the smallest they can go but they still feel way too big for the area they're in.
The arcade machines being links to other games just feels a little tacky, tbh.
If you enable both cube and cylinder, you'll launch a cube but be out a cylinder as well.
Despite my complaints, I want this to succeed. I've spent hours at Dave & Busters playing these things!
EDIT: Can you name the zip file something unique in the future? As a lazy bastard, I don't want to have to rename the folders.
It's a nice concept, but the game becomes untolerably laggy once a lot of coins are on the screen. It's hard to say whether it's a Godot issue or a dev issue though. The coins are also very jittery, and the cards have a tendency to melt in with the floor.
I'm not really sure what to think of the game itself. Like the gambling machines this is based on, there doesn't really seem to be any tactic or strategy behind it, just spam coins. You added cards and different shapes as a bandaid, but it doesn't feel like that fixes the core issue. After a while the coin counter also stopped going down for a reason btw.
Also, please change the handle controls, they are extremely clunky.
Thanks for playing! I'm trying to figure out if the lag is me, or something on godot's end. The profiler *looks* fine, but I'm a noob with performance testing games.
>there doesn't really seem to be any tactic or strategy behind it, just spam coins.
There really isn't much, like in IRL coin pushers. Did you use the explosive coins? Those add a bit more strategy. But yeah, I'll see if making the controls better makes the "skill" of the game shine through a bit more.
Thanks again for playing, I appreciate you pushing through the lag.
Props to you using godot for 3d! Behind the lag, I think theres a well put together game here. I like the alternative ammo types, and the casino feel with the spininng wheel and cards to collect. Also, curious about the sound, I was getting that weird jittering and crackling noise in my game even though theres no lag, but when I exported it it seems to run fine. Maybe godot 5 will fix it...
I'm glad you enjoyed the general premise of the game, and it felt like there was something fun here in general. I think the sound crackling may actually be fixed in godot 4.2 now, I just need to update my engine. Hopefully i can find ways to wrangle the shitty 3D of godot into running at a stable FPS rate.
Took me a while to really get the game. Is this an established kind of gambling machine? It was surprising, when I was almost out of coins and went afk a bit to eat, to come back to having won a lot of points and coins. But I think the whole thing being quite endless is cool.
Control of the 2 arms on the side is really unintuitive and I swear in my first game start it was broken and both could only be moved in a small radius. I restarted and then later really understood that you have to click and then keep your mouse on top and move your mouse while keeping it on top… keyboard controls would be much nicer, given that it’s mostly a keyboard game (haha) otherwise. With current scheme it also becomes really hard to move the arms while the game is lagging.
Anyways, fun concept and it seems there is room for a lot of crazy stuff
Wow, thanks so much for the VOD and playing my game so long! I cracked up when you pulled up the top log, it was pulling some crazy stats. All this is SUPER helpful to me, just watching someone play your game gives you so many insights and ideas you wouldn't get otherwise.
>Control of the 2 arms on the side is really unintuitive and I swear in my first game start it was broken and both could only be moved in a small radius. I restarted and then later really understood that you have to click and then keep your mouse on top and move your mouse while keeping it on top…
I was going for a "real world" control scheme, but yeah, they seem to frustrate people more then anything. I'm thinking of replacing them with buttons instead of levers, which would be easier and more clear to use.
Something else I noticed is you never used you explosive coins! The shapes below the Save/Load/Options let you throw you special coins you can blow up to push the coins around and stuff. Just another thing I noticed from your VOD that gives me great actionable stuff to improve.
Anyways, thanks for playing, and especially for streaming! It was super useful for me.
This game is really badly optimized and lags a lot? I also concur with the point that its just tossing coins in while the lever pushes really laggily? Maybe I don't understand this game or am missing something. It shouldn't be running at a low framerate for what is essentially a casual game.
Is it possible to have the coins be tossed at an angle or choose toss strength so it bounces off the back? Currently no matter how you use the mouse it doesn't change the angle at all. (edited for spelling)
Hey, thanks for playing! Like you said,the game is very laggy, I didn't expect the performance to be so bad off my development machine. I'm looking for ways to fix it now.
>Is it possible to have the coins be tossed at an angle or choose toss strentch so it bounces off the back?
Moving the "Power" lever all the way up should do this. Click once, then drag the lever up to move it. The angle one will do the same, but rotate the coin thrower.
Thanks for playing, sorry the game is in such a janky state.
Ah yes! I remembered one more point while playing onstream, which was that trying to operate the lever accidentally hits the arcade boxes alot, I got redirect to pokealltoads more than once. (laugh) Not an issue since I know you can turn it off, just something I should put out there~
The audio is stuttering/crackling for me and yes, tossing coins slows the game to a crawl. Also the levers are janky to move. Maybe the concept could be more interesting if there was actually more of a intend I could put into tossing/placing the coins, although that kind of defeats the idea of a coin pusher.
>The audio is stuttering/crackling for me and yes, tossing coins slows the game to a crawl.
Yep, this is something I definitely didn't expect to be so bad, but I'm going to spend some time trying to make it better, but it might just be untenable in godot.
Thanks for playing, sorry it's in a barely playable state.
>could be more interesting if there was actually more of a intend I could put into tossing/placing the coins
You can adjust the angle/power with the levers, but as you said the controls are bad and it's hard to do with the lag. Hope I can fix this up so the gameplay experience is a lot smoother.
Thanks for playing the demo, even in such a janky state!
>i don't really understand the game itself, i was just holding space to throw more coins lol
That's really the game, and then tickling your monkey brain with nice jangly sounds on a big win. It sounds crazy but I've probably spent a good 2+ hours just doing that in my prototype. Maybe it's autism though...
>after spawning a lot of coins the game slows down to a crawl.
Yep, this was mainly a learning project to get my feet wet in 3D, and this is something I definitely didn't expect to be so bad. I'm going to spend some time trying to make it better, but it might just be untenable in godot.
Thanks for playing, sorry it's in a barely playable state.
Comments
Finally, Gambling.
Great for a cheap dopamine shot. Performance is not good, unfortunately, and it breaks the SFX, which are actually pretty good.
I don't know what else to say. I'm positively biased to gambling game, and yours hits the spot.
Thanks, I loved the stream! I’m hoping I can figure out performance, I pushed a small update that might be a bit better.
The subway surfer bit was hilarious that’s the next feature for sure
3D Coin Pusher Extreme? More like 3D Melt Your Computer Extreme
I had a little fun, but the slow down really kills it.
I couldn't really play it. It was running very slow and when I pull the lever, it moves a little then stops, and if I hover the mouse over it and keep up with it, then it slowly moves, but if I just pull it down it stops.
So I think what you have done is made it while LMB held down, lever follows mouse, but if mouse moves away from lever, it stops. so at low FPS like on my system, it gets left behind almost immediately and this breaks it. Also, the lever moving very very slowly and so I think that you have it moving a certain amount each frame, instead of a certain amount each second, and so it becomes framerate dependent.
maybe grab screen_y of mouse on LMB down over lever, start tracking mouse pos, stop tracking when LMB released, and on each frame update lever to the current mouse pos Y value or something.
the help text with the arrows was nice. I thought that there was no sound but it was just very quiet so I think if you can normalise all of your SFX to -0 db or maybe but a compressor on the audiobus?
you’re actually dead on with the mouse controls, I swear it felt good once I got used to it. Didn’t anticipate the lag though…
thanks for playing and the helpful feedback! I’m definitely coming back to this comment for things to fix/improve
It's a cool concept, makes for a fun demo. Also a pleasant surprise to see shanghai gold in there, so thanks for that. I like that there's heaps of random events that keeps interest up. Would maybe like to see some crazier upgrades that can essentially break the game, like humongous coins of 1000% speed coin pusher. Performance and physics simulation could do with some work. In terms of potential, I don't think it would really work as a full retail game, but nothing wrong with having a fun demo to flex your skills. Was fun to play!
I'm lagging like crazy. I better go play some Crysis before I start feeling my PC is inadequate.
I think it's cool that you render an entire room around the machine, but I can't help but think that may be contributing to the performance. I remember the same thing happened back in the day when the SEGA emulator on Steam implemented something similar.
Despite my complaints, I want this to succeed. I've spent hours at Dave & Busters playing these things!
EDIT: Can you name the zip file something unique in the future? As a lazy bastard, I don't want to have to rename the folders.
Thanks for playing despite the shitty performance issues
>I want to rip those f$#&ing levers off. Please add WASD or arrow keys to change them instead.
ahahaha, I knew this control scheme would be a mess. I'll get this fixed for sure.
>The arcade machines being links to other games just feels a little tacky, tbh
I was using this as a way to learn texture painting, and didn't want to use assets for free, but I get what you mean.
>If you enable both cube and cylinder, you'll launch a cube but be out a cylinder as well
Thanks, good bug catch.
>Despite my complaints, I want this to succeed. I've spent hours at Dave & Busters playing these things!
This is mostly a learning project for me, this game will scratch that coin pusher itch probably much better then this ever will.
I do appreciate you pushing (haha) through the lag and trying it out!
It's a nice concept, but the game becomes untolerably laggy once a lot of coins are on the screen. It's hard to say whether it's a Godot issue or a dev issue though. The coins are also very jittery, and the cards have a tendency to melt in with the floor.
I'm not really sure what to think of the game itself. Like the gambling machines this is based on, there doesn't really seem to be any tactic or strategy behind it, just spam coins. You added cards and different shapes as a bandaid, but it doesn't feel like that fixes the core issue. After a while the coin counter also stopped going down for a reason btw.
Also, please change the handle controls, they are extremely clunky.
Thanks for playing! I'm trying to figure out if the lag is me, or something on godot's end. The profiler *looks* fine, but I'm a noob with performance testing games.
>there doesn't really seem to be any tactic or strategy behind it, just spam coins.
There really isn't much, like in IRL coin pushers. Did you use the explosive coins? Those add a bit more strategy. But yeah, I'll see if making the controls better makes the "skill" of the game shine through a bit more.
Thanks again for playing, I appreciate you pushing through the lag.
Props to you using godot for 3d! Behind the lag, I think theres a well put together game here. I like the alternative ammo types, and the casino feel with the spininng wheel and cards to collect. Also, curious about the sound, I was getting that weird jittering and crackling noise in my game even though theres no lag, but when I exported it it seems to run fine. Maybe godot 5 will fix it...
I'm glad you enjoyed the general premise of the game, and it felt like there was something fun here in general. I think the sound crackling may actually be fixed in godot 4.2 now, I just need to update my engine. Hopefully i can find ways to wrangle the shitty 3D of godot into running at a stable FPS rate.
Thanks for trying it despite the lag!
https://www.twitch.tv/videos/2136023590?t=0h40m22s
Took me a while to really get the game. Is this an established kind of gambling machine? It was surprising, when I was almost out of coins and went afk a bit to eat, to come back to having won a lot of points and coins. But I think the whole thing being quite endless is cool.
Control of the 2 arms on the side is really unintuitive and I swear in my first game start it was broken and both could only be moved in a small radius. I restarted and then later really understood that you have to click and then keep your mouse on top and move your mouse while keeping it on top… keyboard controls would be much nicer, given that it’s mostly a keyboard game (haha) otherwise. With current scheme it also becomes really hard to move the arms while the game is lagging.
Anyways, fun concept and it seems there is room for a lot of crazy stuff
Wow, thanks so much for the VOD and playing my game so long! I cracked up when you pulled up the top log, it was pulling some crazy stats. All this is SUPER helpful to me, just watching someone play your game gives you so many insights and ideas you wouldn't get otherwise.
>Is this an established kind of gambling machine?
Yep, they are standard in arcades. Pretty sure some casinos have ones with real quarters and cash prizes as well.
>Control of the 2 arms on the side is really unintuitive and I swear in my first game start it was broken and both could only be moved in a small radius. I restarted and then later really understood that you have to click and then keep your mouse on top and move your mouse while keeping it on top…
I was going for a "real world" control scheme, but yeah, they seem to frustrate people more then anything. I'm thinking of replacing them with buttons instead of levers, which would be easier and more clear to use.
Something else I noticed is you never used you explosive coins! The shapes below the Save/Load/Options let you throw you special coins you can blow up to push the coins around and stuff. Just another thing I noticed from your VOD that gives me great actionable stuff to improve.
Anyways, thanks for playing, and especially for streaming! It was super useful for me.
This game is really badly optimized and lags a lot? I also concur with the point that its just tossing coins in while the lever pushes really laggily? Maybe I don't understand this game or am missing something. It shouldn't be running at a low framerate for what is essentially a casual game.
Is it possible to have the coins be tossed at an angle or choose toss strength so it bounces off the back? Currently no matter how you use the mouse it doesn't change the angle at all. (edited for spelling)
Hey, thanks for playing! Like you said,the game is very laggy, I didn't expect the performance to be so bad off my development machine. I'm looking for ways to fix it now.
>Is it possible to have the coins be tossed at an angle or choose toss strentch so it bounces off the back?
Moving the "Power" lever all the way up should do this. Click once, then drag the lever up to move it. The angle one will do the same, but rotate the coin thrower.
Thanks for playing, sorry the game is in such a janky state.
Ah yes! I remembered one more point while playing onstream, which was that trying to operate the lever accidentally hits the arcade boxes alot, I got redirect to pokealltoads more than once. (laugh) Not an issue since I know you can turn it off, just something I should put out there~
The audio is stuttering/crackling for me and yes, tossing coins slows the game to a crawl. Also the levers are janky to move. Maybe the concept could be more interesting if there was actually more of a intend I could put into tossing/placing the coins, although that kind of defeats the idea of a coin pusher.
>The audio is stuttering/crackling for me and yes, tossing coins slows the game to a crawl.
Yep, this is something I definitely didn't expect to be so bad, but I'm going to spend some time trying to make it better, but it might just be untenable in godot.
Thanks for playing, sorry it's in a barely playable state.
>could be more interesting if there was actually more of a intend I could put into tossing/placing the coinsYou can adjust the angle/power with the levers, but as you said the controls are bad and it's hard to do with the lag. Hope I can fix this up so the gameplay experience is a lot smoother.
Thanks for playing the demo, even in such a janky state!
i don't really understand the game itself, i was just holding space to throw more coins lol
i liked a lot the designs of the /agdg/ cabinets. very soulful
BUT, after spawning a lot of coins the game slows down to a crawl.
Thanks so much for playing!
>i don't really understand the game itself, i was just holding space to throw more coins lol
That's really the game, and then tickling your monkey brain with nice jangly sounds on a big win. It sounds crazy but I've probably spent a good 2+ hours just doing that in my prototype. Maybe it's autism though...
>after spawning a lot of coins the game slows down to a crawl.
Yep, this was mainly a learning project to get my feet wet in 3D, and this is something I definitely didn't expect to be so bad. I'm going to spend some time trying to make it better, but it might just be untenable in godot.
Thanks for playing, sorry it's in a barely playable state.