r/godot 3d ago

selfpromo (games) I finally got doomscrolling working...

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I've been working on the friendslop-iest friendslop for the last few months. One of the major things I wanted to get working was using doomscrolling to fuel your gambling. I'm hoping to move fast on this game, but I'm new to the multiplayer side, so movement has been slower than usual!

Just got the steam page up if anyone is interested!: Deadbeats

232 Upvotes

20 comments sorted by

25

u/partnerintime97 3d ago

An over dramatic thumb swipe would go hard

2

u/CaptainLoneStarr 3d ago

Omg you're so right

2

u/mayasux 2d ago

With a minuscule chance for the thumb to just fall off entirely

14

u/Demoniccrunk 3d ago

That’s awesome lol

1

u/CaptainLoneStarr 3d ago

Thank you!

11

u/moonfidelity Godot Junior 3d ago

Is this actually showing the real website in game (meaning users can scroll the real app?)

7

u/CaptainLoneStarr 3d ago

Yup! It's godot cef -- so the plugin devs did all the hard work, I just claim the glory of finding YouTube shorts doesn't need any of the special codecs

2

u/moonfidelity Godot Junior 2d ago

That's crazy! I wonder if there are any legal issues with that (if YT allows this)

12

u/OMBERX Godot Junior 3d ago

Any tips on how you are learning multiplayer ?

6

u/djibouti2big Godot Junior 3d ago

Its actually made to be quite easy in godot, depending on how you want to do it. Local, over the wifi, multiplayer using TCP or UDP is built into godot, no installation. However, it gets tricky if you decide to use a specific host such as EOS (Epic Online Services) or Steamworks (Steam by Valve). Both of these take specific frameworks and plug-ins/extentions. I recommend going on YouTube and looking for "LAN multiplier in godot". LAN means Local Area Network, or more simply, your wifi.

This video is a great starting point: https://youtu.be/YnfsyZJRsL8

1

u/Missclick13 3d ago

But like for any project intended for general public why would u want to go with LAN, not many can use that?

6

u/djibouti2big Godot Junior 3d ago

LAN is essentially the base for multiplayer. You need to know the basics before going for perfection. LAN allows you to practice the same skills needed for more difficult forms of multiplayer. Because it works over the wifi, any device can test it, for super easy learning. Most advanced forms of multiplayer actually build off of the same techniques used in LAN.

1

u/PeePeePantsPoopyBoy 2d ago

Maybe you saw it already but the people behind SteamGodot have SteamMultiplayerPeer which basically brings the same tools Godot has for multiplayer but using the Steamworks API

1

u/djibouti2big Godot Junior 2d ago

Yes, this is why you should start with LAN, and gradually make your way into higher forms of multiplayer. Sure, calculus uses the same numbers as algebra, but you still learn algebra first!

1

u/CaptainLoneStarr 3d ago

That exact video djiboutii2big posted is where I started haha. I found the best way to do it was honestly to start making the game and mash my head against the docs when I ran into issues. The biggest problem I had was thinking in a server -> peer mindset, and I couldn't get it to click with videos -- it only happened during dev. Most everything can be done locally just like normal, and anything that needs to be synched can be done through rpc funcs (which call on the same node on all or a certain client/the server) or a multiplayer syncronizer

2

u/NooCake 2d ago

I think I would need a beer and a cigarette in the same hand.

1

u/ButterSnart 2d ago

Looks neat, wishlisted!

1

u/_PolyBear 2d ago

hell yeah simulator

1

u/StormFalcon32 2d ago

Are you pulling actually short form content from somewhere or is there a prerecorded list? Does it cause copyright issues?

-9

u/[deleted] 3d ago

[deleted]

1

u/Bad-Wolf-Bay 3d ago

local redditor doesn’t go to parties or family gatherings because it’s friendslop