Tearcell Games
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tearcellgames.bsky.social
Tearcell Games
@tearcellgames.bsky.social
Indie game development group putting out our first game!

https://store.steampowered.com/app/2069260?utm_source=bsky
Love the idea! Thanks for doing this .
May 28, 2025 at 11:21 AM
This falls under the ever growing list of things I need to learn once and it won't be a problem again, but I can't find a tutorial or example or best practice about.

That's probably also a gap I can help fill eventually... When the imposter syndrome cools and time allows...
May 21, 2025 at 5:36 PM
Check the scene tree and... It's there but the meshes on the client side are all placeholders... Cuz ya I can't sync meshes with the #godotengine multiplayer synchronizers...

So I guess now I figure out how serialize and send that data in an RPC call maybe? Ugh.

#indiedevlife
May 21, 2025 at 5:36 PM
Turns out I was spawning this in an RPC call. So both sides were spawning it, and the client would try to spawn it again.

So okay, my bad there, removed the Rpc call and now no spawn errors, but now I don't see my dynamically spawned objects at all on the client !
May 21, 2025 at 5:36 PM
At this point in testing its definitely fun! That's probably what matters most, second only to its being controllable and predictable.
May 10, 2025 at 4:30 PM
Wasn't aware of how addicted I am to SWUDB and making decks until can't! Keep up the good work.
March 21, 2025 at 1:05 AM
I like it so far, but wonder how 'random' I should make them in regards to scale and rotation in the enemies body. Is static and consistent better than variety in this case.
February 24, 2025 at 6:22 PM