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Sadly I coudn't make Chrome crash here. Would be fun.

Chrome Version 147.0.7727.101 (Official Build) (64-bit). Windows 11 Pro.

Video: https://imgur.com/a/pq6P4si

I use uBlock Origin Lite. Maybe it blocks some crash causing script? edit: still no crash when I disabled UBO.


I quite like when games keep playing some visual-only animations when paused.

Like torch flames and trees swaying in the wind.


Against the Storm (and excellent rouguelite city-builder) does this in a really cool way. Pausing is a core mechanic of the game, and you frequently pause while you place building or things like that - and all the visual animations stop (fire, rain, trees swaying, etc).

But when you find a broken ancient seal in the forest, the giant creepy eyeball moving around in it keeps moving even when you pause the game, which helps emphasise how other-worldly it is.


I find it confusing: for me a clear indicator the game is paused is all animations also pausing. Some games do not pause in menu’s, for example. And some do, but not when in a multiplayer session

I think it really just depends on the game and what purposes “pausing” serves in that game. Take a game like solitaire, for example: there is no meaningful “pause” feature you could add, since the game state only advances in response to a user action.

Other pause some underlying simulation while still letting you modify the game state, as an expected part of gameplay, like a city builder. As the user might spend a significant amount of time in a paused state building things, it would be pretty visually unappealing to have the entire world completely frozen the whole time.

Others might pause all gameplay entirely, such as for displaying a menu, in which case pausing even environmental animations might make more sense since the user isn’t actively playing.

For the second type, I would much prefer some GUI element to indicate the simulation is paused rather than freezing the whole game world, such as a border around the screen or maybe a change of color theme of the GUI or similar.


Torch flames and trees swaying in the wind do not affect gameplay at all - they're most likely done in a shader and I think it's easier to keep updating a time uniform than to add extra conditions everywhere :D

I'm the opposite, it drives me crazy! Along with sound effects / music playing.

That's usually because the system that runs those things is independent of the timing of the main game loop. And then when someone finally gets around to implementing the pause screen, they still run even with the main game time stopped. And you look at it and think "eh, you know what - looks cool - we'll leave it".

It's nice when a bug manifests as a feature.

> The developers just load up an old version of Unity to work in.

Exactly. It's common in game dev industry to keep using the same version of Unity for a project. Sometimes a minor version is updated, and I do mean sometimes, because large projects break for the smalles changes (despite semver).


Hell, even Adobe and the like do that. It's a first-class feature to have multiple versions of a product (eg photoshop) installed at a time.

This is also what UnityHub does. Lets you manage installed versions and start new projects with whatwhatever version.

Then why did OP decide to move the game to the latest engine? His game just failed to boot, nothing in logs. His guess was that maybe the behavior of some windows api changed. What should one do if such a thing happens for a giant project?

In their case it was a small game so they didn't spend much time debugging (if at all).

For big projects you'd first spend time (and possibly money) trying to fix whatever is broken before updating Unity which would break more things.


There's a wave of "desktop games" on Steam. Most of them are Idle genre or tamagochi like.

For those I find these exoctic shaped windows are fun and a great differentiator.

Example:

https://store.steampowered.com/app/2666510/Rustys_Retirement...

Bundle with a ton of these games:

https://store.steampowered.com/bundle/48558/BottomOfYourScre...


I'm creating my first game!

- Janky screenshot of progress so far: https://i.imgur.com/4afs5lv.png

- 2D single player browser game

- infinite procedural generated world

- build your starship

- manage a crew

- explore, harvest, trade and plunder the universe

- Frontend: Phaser 3 + WebGL + TypeScript https://phaser.io

- Backend: Workerthread + EliCS + TypeScript https://elixr-games.github.io/elics

- I made a Discord for it and I post daily videos of progress: https://discord.gg/FZa6w2TP

- I might open source it but since I play to make this a commercial game, I'm not sure yet. But I'm glad to help anyone with similar projects if I can

My challenges with it are:

- Keeping FPS above 60

- Art. I'm very bad with art

- Having something playable within 20 days


Imgur lies and gaslights, please don't use them.

While using a VPN, they will say "Imgur is temporarily over capacity. Please try again later." But if you don't use a VPN, then it magically works.


Sorry about that. I'll search somewhere better to post it while I don't have a website for it.

Meanwhile I found this random image upload website which might work:

https://freeimage.host/i/image.B0iOHxt


Maybe over the capacity allocated for VPN originating traffic? I would never interpret a user-facing error message like that on a public site to be a reliable claim of what's actually going on in the underlying infrastructure. For any service.

That's very charitable. I can't imagine that they would segregate bandwidth like that. I've never had Imgur work on VPN no matter the endpoint or time of day or week.

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