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Jammin Games

@jammingames

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Indie game development company, owned by @jamonholmgren. Currently working on “Into the Dawn”, a co-op multiplayer combat helicopter game.

Vancouver, WA
Joined February 2024
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@jammingames
Jammin Games
19 hours
In the next version of Into the Dawn. I went away from my own sync engine and went back to Godot's version . but with some MAJOR upgrades to them. The API looks a lot like my sync engine, but leverages the built-in sync.
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@jammingames
Jammin Games
5 days
In the next version of Into the Dawn. I created my own sync engine. So nice compared to the built-in Godot one!. Sync.set_prop(node, "visible", true). Syncs to all connected players in a smart way (faster for those close to you, slower for those far away).
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@jammingames
Jammin Games
19 hours
I put a little short beep if you try to pull the trigger with a friendly selected.
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@jammingames
Jammin Games
19 hours
🆕 You can now target friendlies; however, when you pull the trigger, your weapons won't fire unless you take over manual aim of the chaingun
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@jammingames
Jammin Games
5 days
RT @jamonholmgren: The last 6+ months I’ve been replacing almost all the initial systems with new, improved systems. I know so much more a….
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@jammingames
Jammin Games
5 days
In the next version of Into the Dawn. I created my own sync engine. So nice compared to the built-in Godot one!. Sync.set_prop(node, "visible", true). Syncs to all connected players in a smart way (faster for those close to you, slower for those far away).
@jammingames
Jammin Games
6 days
In the next version of Into the Dawn. I completely rewrote the radar system. Works way more reliably and smoother.
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@jammingames
Jammin Games
6 days
In the next version of Into the Dawn. I completely rewrote the radar system. Works way more reliably and smoother.
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@jammingames
Jammin Games
6 days
Oops . those tanks aren't supposed to shoot at each other. and why is one stuck face-down in the ground. 🤦‍♂️
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@jammingames
Jammin Games
6 days
Godot's search is greeaaatttttt 🙃
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@jammingames
Jammin Games
7 days
There’s over 10,000 lines of code in my game right now. (not counting scenes or other resources, or plugins I didn’t write). I’ve rewritten almost all 10,000 lines at least once, some up to 8 times.
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@jammingames
Jammin Games
8 days
Five will have to do for now. I have a few others but they’re just too old.
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@jammingames
Jammin Games
8 days
RT @jamonholmgren: Currently looking through the house for old computers.
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@jammingames
Jammin Games
8 days
For the first time ever, four computers running my game in multiplayer mode in the same session, in 4 different AH-64 Apaches. The game seems to be running very well on all of them. Now where can I find 4 more computers to add gunners to each helicopter…
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@jammingames
Jammin Games
9 days
I don't think that's what was supposed to happen. (sync system issue. )
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@jammingames
Jammin Games
10 days
RT @jamonholmgren: Took me 6 hours to completely revamp the underlying system but I saved 5 minutes on the task at hand!.
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@jammingames
Jammin Games
11 days
So, let’s say you have a player who is afk in the corner. His player node hasn’t moved in over a minute. It still streams his updates to everyone, but reduces frequency to 50%, 20%, 10% frequency over time. As soon as he “wakes up”, back to 100%.
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@jammingames
Jammin Games
11 days
Oh, and I’m also going to add debug-mode performance profiling into the system, so it’s easy to see if something is being updated too often. And I haven’t done it yet, but if a value hasn’t changed in a while, I’ll have it incrementally slow down updates.
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@jammingames
Jammin Games
12 days
One gotcha is that you can’t easily conditionally sync; it always has to be in the same order. Kinda like React hooks, in a way. In practice this is not an issue. If you need to conditionally sync something, just use your own RPC.
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@jammingames
Jammin Games
12 days
I also have a p.sync_slow(…) which syncs at half the speed, for less important values.
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@jammingames
Jammin Games
12 days
I don’t know if this explanation really captures how cool this is.
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@jammingames
Jammin Games
12 days
If this is the host, it will send the value that’s fed into it, and return the same value, so there’s no local update. If this is the client, it will ignore that value (other than examining the type) and return the new value it just received. Kinda brilliant!.
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