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(1 edit)

Thank you for such in depth playtesting! It gives me a solid idea of where to look for bugs. By the end of the jam I was rushing at 5 AM to get a gameplay loop completed and I made a lot of errors 😂

I'll be patching most of the main issues as soon as I find the time. I didn't think about the frame pacing on browsers. I'll look into that.

Oh, yeah, speaking of recording framepacing, I was recording essentially an iGPU app (browser) with dGPU's encoder, and it seems like Windows spends a lot of CPU time copying composited window frames from RAM to VRAM. Linux on Wayland fares better since window frames can be DMA'ed by dGPU itself due to some PCI/PCIe specifics. Soooo maybe I should've used iGPU recorder instead lol.

Maybe recording would fare better if I locked browser to 60 FPS, had too many tabs to sscrifice my browser just for recording though.

So the standalone app is kinda important for us laptop users liking to record (^_^);; so that we use Game Capture from OBS, which directly captures the game's framebuffer.

I'll admit I don't fully understand how all that works lol. But, I'll remember that for future jams so people can choose the experience that works best for their needs :)