Wawe

joined 2 years ago
[–] Wawe@lemmy.world 2 points 6 days ago

I have not have issues in game with Linux. But with Steam feels like game rebuilds shaders with every launch. With Heroic I don't seem to have issue, but my wife does. Hopefully you find solution!

 

Here is a short summary of announcements in BlizzCon:

New Hero Xalatath added to Heroes of the Storm: https://www.youtube.com/watch?v=4kMhUVz4q5I

Diablo Netflix series. (More in works/plans)

StarCraft Dominion: https://www.youtube.com/watch?v=9eQUtOQXYgQ

Overwatch new hero Doctrine:https://www.youtube.com/watch?v=h5dwH7nx9do

Diablo 5: https://www.youtube.com/watch?v=GxCN_AKYtts

Heartstone new expansion Reign of the Black Empire Cinematic: https://www.youtube.com/watch?v=imZ4rqFbHFc

Heartstone new class Monk: https://www.youtube.com/watch?v=nY2_pygsg1k

Next part of World Soul saga World of Warcraft: Eclipse:https://www.youtube.com/watch?v=tlJZzTcHrH0

Next WoW expansion. World of Warcraft: The Last Titan: https://www.youtube.com/watch?v=F9Xb5PhF5pc

"Wow: Classic+", World of Warcraft: Forever: https://www.youtube.com/watch?v=uQuKE0KDgiM

Warcraft 3 DLC, Warcraft III Reforged: Forsaken Kingdom: https://www.youtube.com/watch?v=I1kXClUCyuA

[–] Wawe@lemmy.world 1 points 1 week ago

Thanks for feedback! I will try to improve the font size.

 

I am currently working on a game and I am collecting some feedback to improve the game. Hoping to get best possible demo for the Steam Next Fest on October. Any feedback is appreciated!

Pitch of the game: You are born as a sapling and hear voices that guide your every step. Fight, explore, and power up to survive in this hostile world. You have free will, but are the choices always yours?

Supinaa: Rogue Sapling is an RPG, exploration game that mixes roguelike elements with a persistent world. Grow stronger over time, but your choices impact the world. Will you resolve the conflict in the swamp or become its ruler?

You explore to uncover its mysteries and find different encounters. You fight enemies in turn-based combat using abilities you earn by leveling up and earning the trust of the elemental lord.

Link to try out the game: https://paahtimogames.itch.io/roguesapling

Link to steam page: https://store.steampowered.com/app/4758150/Supinaa_Rogue_Sapling/

[–] Wawe@lemmy.world 1 points 3 weeks ago

Hmm, I think that is because of some protections by Librewolf. It works on normal Firefox. I didn't realise ever to test it on Librewolf even though that is browser I also use :D (Because Librewolf blocks WebGl by default) I wonder if that is something I am able to fix.

Trailer is still WIP and hopefully get it ready for the Steam Next Fest.

8
Looking for feedback on my game (paahtimogames.itch.io)
submitted 3 weeks ago* (last edited 3 weeks ago) by Wawe@lemmy.world to c/gamedev@lemmy.world
 

I am currently working on a game and I am collecting some feedback to improve the game. Hoping to get best possible demo for the Steam Next Fest on October. Any feedback is appreciated!

Pitch of the game: You are reborn as sapling and hear voices that that guide your every steps.Fight, explore and power up to survive in this hostile world. You have free will but are the choices always yours?

Supinaa: Rogue Sapling is RPG, exploration game that mixes roguelike elements with permanent world. Grow stronger over time, but your choices impact the world. Will you revolve the conflict in the swamp or become its ruler?

Link to try out the game: https://paahtimogames.itch.io/roguesapling

Link to steam page: https://store.steampowered.com/app/4758150/Supinaa_Rogue_Sapling/

[–] Wawe@lemmy.world 3 points 1 month ago (1 children)

I asked some question in Mastodon and someone suggested using event instead of direct audio calls so I think I will go with that!

 

Does anyone have good tips/tricks to handle Sound Effects in game?

Adding million "play sound effect X" lines all over the code seems wrong, but cannot think another solution. There are so many different places and event that need sound effects so some kind of general solution does seem viable.

I would love to hear your solutions or how you handle the audio in your games!

[–] Wawe@lemmy.world 9 points 5 months ago

Iittala Taika-mug! Customer has a nice taste!

[–] Wawe@lemmy.world 4 points 6 months ago (1 children)

Pokemon finally makes battle focused game.

(Implying with this meme that Pokemon has now reason to takedown Pokemon Showdown not that it would be better version if it)

[–] Wawe@lemmy.world 2 points 6 months ago

Reminds me of the old item tracker for OW1 where you could track if you get everything from loot boxes. In free to play game with micro transactions it is kinda pointless (and expensive) to be completionist, but still looks like a good project!

[–] Wawe@lemmy.world 1 points 6 months ago

Yeah.. Now it is bit better but current icons are still so bad. It is so hard to see difference between items. Item icons are much more better on Lol and many other mobas.

[–] Wawe@lemmy.world 2 points 6 months ago (2 children)

"Stadium General Mod Icon Update" Are old icons now back or did they just improve the new ones?

[–] Wawe@lemmy.world 2 points 6 months ago

Not all games are for everyone. I think big issue is specially if many people think that game is masterpiece it will be even harder to enjoy the game because you will feel the pressure from the people.

Stardew Valley (like other farming games) is just grinding simulator so it is imo really easy not to like it. Some people find watering plant relaxing and some people find it tedious.

 

It feels weird that Stardew Valley is 10 years old. At the same time it feels like it is "only 10 years old" and "wow already 10 years old".

Game has evolved so much even after first release. The game and the story from the developer is always so amazing and inspirational.

[–] Wawe@lemmy.world 2 points 6 months ago (1 children)

Looks like weird bug. It has different thumbnail on Mastodon, but it links to this post correctly. Here is link to Mastodon post: https://feddit.nl/post/52370698

[–] Wawe@lemmy.world 3 points 6 months ago (1 children)

For Godot specifically there is TerraBrush, that could fit your needs. https://github.com/spimort/TerraBrush

 

Join Taj Atwal, the voice actor behind Domina, for a new lore drop, ‘Picture of Success.’

As Vaira Singhania, VP of operations and heir to the Vishkar fortune, prepares a speech for yet another corporate awards event, she is left weighing her own position within Vishkar and the power she, alone, holds.

Link to short story: https://overwatch.blizzard.com/en-us/media/comic/picture-of-success/

 

Hero Balance Changes Domina

Panopticon

Cost increased by 12%

Anran

Inferno Rush

Cooldown reduced from 8.5 to 8 seconds.

Dancing Blaze

Increased the distance you can move while active from 1.5 to 2.25 meters.

Emre

Synthetic Burst Rifle

Damage increased from 20 to 22.

Vendetta

Palatine Fang

Overhead swing damage reduced from 130 to 120.
Bug fix - Overhead swing can now be affected by horizontal knockback while launching downward.

Jetpack Cat

Minor Perk – Claws Out

Cooldown increased from 6 to 8 seconds.

Major Perk – Territorial

Damage dealt reduced from 50% to 33%.

Mizuki

Kekkai Sanctuary

Duration increased from 6 to 7 seconds.

Bug Fixes General

Fixed an issue with missing textures on the Charming: 76 skin.
Fixed some minor issues with Jetpack Cat and the tether animation for various heroes.
Fixed an issue that hid Jetpack Cat’s aim‑assist strength and threshold settings.
Fixed an issue with Vendetta’s sword‑throw animation in third person.
Fixed an issue where Mizuki could still perform Katashiro Return while stunned.
Fixed an issue where Mercy's passive displayed incorrectly in the Advanced Info Panel.

Stadium

Fixed an issue causing the Stadium UI to disappear after a round transition.
Fixed an issue where Vendetta could spam her ultimate power without a full charge.
Fixed an issue where Vendetta would not receive ultimate charge while using the “Overloaded” strike power.
Fixed an issue where Vendetta's Primary Fire would not trigger Gloomgauntlet or be increased by Melee Damage.
Fixed an issue where the VFX for Bola Shot when using Freja’s “So Cooked” power were incorrect.
Fixed an issue with Ana’s “Dreamy” power that incorrectly canceled the benefits of Artsy Daisy and Tactical Rifle.
Fixed an issue where Mercy's Self Healing from healing allies with missing health was incorrectly reduced to 15% instead of the intended 40%.
 

cross-posted from: https://lemmy.world/post/43529382

Kinda funny that they waited before announcing this.

"Don't miss the Gameplay Preview Video for Overwatch Rush, an upcoming mobile top-down hero shooter developed by Blizzard. Players will duke it out in a new experience within the Overwatch Universe to take the fast-paced 4v4 action on the go with characters, abilities, and weapons from the core Overwatch game.

Get an early look at a development build for Overwatch Rush, coming soon to iOS and Android."

 

Kinda funny that they waited before announcing this.

"Don't miss the Gameplay Preview Video for Overwatch Rush, an upcoming mobile top-down hero shooter developed by Blizzard. Players will duke it out in a new experience within the Overwatch Universe to take the fast-paced 4v4 action on the go with characters, abilities, and weapons from the core Overwatch game.

Get an early look at a development build for Overwatch Rush, coming soon to iOS and Android."

 

cross-posted from: https://lemmy.world/post/43483174

At FOSDEM 2026, members of Element’s VoIP team - Robin Townsend, Timo Kandra and Valère Fédronic - presented a deep dive into the future of real time communication on Matrix.

Their talk gave an update on MatrixRTC, Matrix’s framework for bringing voice, video, and other live, interactive experiences directly into rooms. Their contributions to Matrix enable everything from large-scale calls and collaborative tools to multiplayer games, virtual worlds, and entirely new ways for people to interact in real time.

Watch the whole presentation Advancing real time communication on Matrix

We’ve been working on MatrixRTC as part of our work at Element, to build the foundations for large-scale, secure VoIP solution into matrix. This work is done by the same team that is behind Element Call. Element Call, the VoIP part of Element, sits on top of MatrixRTC.

Matrix has traditionally focused on persistent, asynchronous messaging. Real time communication (sub 100ms), however, introduces a very different set of requirements. It demands low latency, flexible participation, and should be ephemeral. At the same time, it must preserve Matrix’s core principles of decentralisation, federation, and security.

Historically, Matrix clients only supported 1:1 peer-to-peer WebRTC calls, using Matrix rooms primarily for call-oriented signalling and persisting what was effectively ephemeral state into room history. As calls grew larger and use cases expanded beyond simple voice and video, it became clear that real time communication needed first-class support in the Matrix protocol itself, with the flexibility to support multiple use cases beyond 1:1 calls.

MatrixRTC is our attempt to make real time applications native to Matrix, striking a balance between decentralisation and the practical demands of scalable, low-latency, end-to-end encrypted media and data exchange. Through concrete demos and implementation details, we showed how this approach enables entirely new classes of applications, including calls, games, virtual worlds and collaborative tools. Introducing slots for interactive rooms

MatrixRTC introduces the concept of slots, which allow room administrators to add real time communication features to their rooms. These slots can be anything from voice or video calls to 3D virtual worlds or multiplayer games. Each slot combines an application - which specifies the type of data participants exchange - and an identifier, allowing multiple parallel sessions in the same room.

The first application we’re adding to the specification is m.call, which covers basic voice and video calls. But third-party apps are fully supported, enabling developers to create custom experiences like virtual simulations or collaborative games.

Slots are managed via state events, ensuring that they are persistent, authorised, and can be moderated by room admins. When participants want to join a slot, they connect by sending membership events and publish their media over a chosen transport. A transport in this context is a WebRTC SFU (Selective Forwarding Unit). Currently supported is the LiveKit SFU. FullMesh WebRTC or a websocket solution are also considered while designing with MatrixRTC.

Other features, like delayed events, notifications, and encryption, are also part of the specification. For deeper technical details, past Matrix Conference talks and the Matrix Spec Proposals repository are excellent resources. Sticky events: reliable, ephemeral data delivery

It is essential to provide a good experience before joining a session. A client should be informed immediately via sync about any ongoing MatrixRTC session. To avoid polluting room state with this information, sticky events are introduced. These events are ephemeral, low-privilege, and can be encrypted. During a limited lifetime (for example around an hour), their delivery is guaranteed over sync. They are stored in the room timeline rather than in the authoritative room state that is subject to state resolution. Sticky events are ideal for real time session participation, letting clients join ongoing calls or sessions and immediately receive the necessary data, even if they missed some events earlier due to gappy-syncs (more on sticky events here). Transports: keeping real time communication decentralised

Each participant chooses their transport, which can be a home-server resource or a peer-to-peer connection. For Element Call, we currently use LiveKit media servers, which handle the heavy lifting of fan-out for media streams. This approach allows large calls to scale gracefully while keeping the system federated, decentralised and efficient. For example, in a typical office environment, many users converge on the same homeserver, minimising connections needed to participate in a large call. A MatrixRTC SDK for developers

With these protocol improvements, we also refactored our codebase, creating a MatrixRTC SDK that simplifies building real time applications. The SDK handles the complexities of connecting to multiple SFUs, authenticating with Matrix, managing sticky and delayed events, and exchanging media. Developers can now use this SDK to build applications, such as games or collaborative tools, without having to handle the underlying real time infrastructure directly.

For instance, we demonstrated a simple HTML template application using the Godot game engine, leveraging the MatrixRTC SDK. Through this setup, developers can access observable real time data to integrate it into games. The MatrixRTC SDK is used as an abstraction for core capabilities such as user identity and account setup, device verification, encryption (not shown in the demo), media connectivity via an SFU, and the existing Matrix backend infrastructure. Building on MatrixRTC: live demos

To showcase what’s possible, we built two multiplayer games using MatrixRTC. Players communicate over federated servers, exchange real time events, and interact seamlessly despite network variability. Although live demos sometimes face latency challenges, the system handles rollbacks and syncing to ensure a smooth experience.

We showed Godot-MatrixRTC-FlappyRoyal, a game similar to FlappyBird, and Godot-MatrixRTC-Keyboard-Kart, a racer-like multiplayer game.

Games and other applications can be run as widgets, providing an added layer of security. The trusted Client handles encryption and key management, so users never expose their full Matrix account or keys to external real time apps running inside the Widget.

Currently, the MatrixRTC SDK is available in JavaScript, but the widget architecture allows the low level Matrix responsibilities to be done in other SDK’s. The Matrix Rust SDK, for instance, supports the widget postmessage api. Widgets are based on iFrames. With Wasm becoming more mainstream, this opens the door for real time applications beyond the web stack, from Godot-based games to custom simulations.

MatrixRTC represents a significant step forward for Matrix, enabling decentralised, real time, and interactive experiences in rooms while maintaining the federated, secure principles of the ecosystem.

 

At FOSDEM 2026, members of Element’s VoIP team - Robin Townsend, Timo Kandra and Valère Fédronic - presented a deep dive into the future of real time communication on Matrix.

Their talk gave an update on MatrixRTC, Matrix’s framework for bringing voice, video, and other live, interactive experiences directly into rooms. Their contributions to Matrix enable everything from large-scale calls and collaborative tools to multiplayer games, virtual worlds, and entirely new ways for people to interact in real time.

Watch the whole presentation Advancing real time communication on Matrix

We’ve been working on MatrixRTC as part of our work at Element, to build the foundations for large-scale, secure VoIP solution into matrix. This work is done by the same team that is behind Element Call. Element Call, the VoIP part of Element, sits on top of MatrixRTC.

Matrix has traditionally focused on persistent, asynchronous messaging. Real time communication (sub 100ms), however, introduces a very different set of requirements. It demands low latency, flexible participation, and should be ephemeral. At the same time, it must preserve Matrix’s core principles of decentralisation, federation, and security.

Historically, Matrix clients only supported 1:1 peer-to-peer WebRTC calls, using Matrix rooms primarily for call-oriented signalling and persisting what was effectively ephemeral state into room history. As calls grew larger and use cases expanded beyond simple voice and video, it became clear that real time communication needed first-class support in the Matrix protocol itself, with the flexibility to support multiple use cases beyond 1:1 calls.

MatrixRTC is our attempt to make real time applications native to Matrix, striking a balance between decentralisation and the practical demands of scalable, low-latency, end-to-end encrypted media and data exchange. Through concrete demos and implementation details, we showed how this approach enables entirely new classes of applications, including calls, games, virtual worlds and collaborative tools. Introducing slots for interactive rooms

MatrixRTC introduces the concept of slots, which allow room administrators to add real time communication features to their rooms. These slots can be anything from voice or video calls to 3D virtual worlds or multiplayer games. Each slot combines an application - which specifies the type of data participants exchange - and an identifier, allowing multiple parallel sessions in the same room.

The first application we’re adding to the specification is m.call, which covers basic voice and video calls. But third-party apps are fully supported, enabling developers to create custom experiences like virtual simulations or collaborative games.

Slots are managed via state events, ensuring that they are persistent, authorised, and can be moderated by room admins. When participants want to join a slot, they connect by sending membership events and publish their media over a chosen transport. A transport in this context is a WebRTC SFU (Selective Forwarding Unit). Currently supported is the LiveKit SFU. FullMesh WebRTC or a websocket solution are also considered while designing with MatrixRTC.

Other features, like delayed events, notifications, and encryption, are also part of the specification. For deeper technical details, past Matrix Conference talks and the Matrix Spec Proposals repository are excellent resources. Sticky events: reliable, ephemeral data delivery

It is essential to provide a good experience before joining a session. A client should be informed immediately via sync about any ongoing MatrixRTC session. To avoid polluting room state with this information, sticky events are introduced. These events are ephemeral, low-privilege, and can be encrypted. During a limited lifetime (for example around an hour), their delivery is guaranteed over sync. They are stored in the room timeline rather than in the authoritative room state that is subject to state resolution. Sticky events are ideal for real time session participation, letting clients join ongoing calls or sessions and immediately receive the necessary data, even if they missed some events earlier due to gappy-syncs (more on sticky events here). Transports: keeping real time communication decentralised

Each participant chooses their transport, which can be a home-server resource or a peer-to-peer connection. For Element Call, we currently use LiveKit media servers, which handle the heavy lifting of fan-out for media streams. This approach allows large calls to scale gracefully while keeping the system federated, decentralised and efficient. For example, in a typical office environment, many users converge on the same homeserver, minimising connections needed to participate in a large call. A MatrixRTC SDK for developers

With these protocol improvements, we also refactored our codebase, creating a MatrixRTC SDK that simplifies building real time applications. The SDK handles the complexities of connecting to multiple SFUs, authenticating with Matrix, managing sticky and delayed events, and exchanging media. Developers can now use this SDK to build applications, such as games or collaborative tools, without having to handle the underlying real time infrastructure directly.

For instance, we demonstrated a simple HTML template application using the Godot game engine, leveraging the MatrixRTC SDK. Through this setup, developers can access observable real time data to integrate it into games. The MatrixRTC SDK is used as an abstraction for core capabilities such as user identity and account setup, device verification, encryption (not shown in the demo), media connectivity via an SFU, and the existing Matrix backend infrastructure. Building on MatrixRTC: live demos

To showcase what’s possible, we built two multiplayer games using MatrixRTC. Players communicate over federated servers, exchange real time events, and interact seamlessly despite network variability. Although live demos sometimes face latency challenges, the system handles rollbacks and syncing to ensure a smooth experience.

We showed Godot-MatrixRTC-FlappyRoyal, a game similar to FlappyBird, and Godot-MatrixRTC-Keyboard-Kart, a racer-like multiplayer game.

Games and other applications can be run as widgets, providing an added layer of security. The trusted Client handles encryption and key management, so users never expose their full Matrix account or keys to external real time apps running inside the Widget.

Currently, the MatrixRTC SDK is available in JavaScript, but the widget architecture allows the low level Matrix responsibilities to be done in other SDK’s. The Matrix Rust SDK, for instance, supports the widget postmessage api. Widgets are based on iFrames. With Wasm becoming more mainstream, this opens the door for real time applications beyond the web stack, from Godot-based games to custom simulations.

MatrixRTC represents a significant step forward for Matrix, enabling decentralised, real time, and interactive experiences in rooms while maintaining the federated, secure principles of the ecosystem.

 

Interesting that China is getting their own skins.

Also epic trailer: https://www.youtube.com/watch?v=sD8tchRSIYA

"Get a closer in-game look for Feria Shen DVa, Wei Qing Freja, Viper Ning Widowmaker, Yueshan Reaper, and Wuchen Wuyang skins which are expected to go live today!

NOTE: This event was entirely made by NetEase which is only intended for the Chinese audience and nowhere else with the only exception being Blizzard supervising them and implementing it into their game client as a part of their deal with bringing and maintaining Overwatch in the China region."

Source: https://weibo.com/tv/show/1034:526473...

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