In topic: "Favorite sburb.exe flash minigames!"

Sunday, August 10th, 2025, 4:47 AM26 days ago

There were a LOT of optimizations I had to do, due to building the game on Godot for web browsers instead of a standalone desktop app. Every image that's loaded from a level is put into memory, so that HUGE outdoor area took up a lot of memory initially and it caused super long load times as a result Lag too, in some cases on lower end machines. Turns out, empty/blank pixels still get loaded into memory so I had to manually comb through a lot of the sprites and crop out all the empty space. This was a bit tedious because I was given a canvas file from a huge resolution to export the sprites from instead of the sprites themselves, so I accidentally exported all the outside sprites with a fuckload of blank space that I could've trimmed lol. Not much that Veri could do though LMAO that's just the way it is


It's also the most technically advanced game and there's a lot of moving parts to it! There's actually unused Sylladex inventory code hidden inside, because the walkaround stems off of a broader walkaround "template" project that I was developing using Sburb.exe as a base waaaayy back toward the beginning of the comic before Veri asked me to help do cool shit for him. There's a bunch of scripted sequence logic that's a bit hidden behind the scenes as well, and rifling through the older stuff was a bit annoying to get it to work because it was kinda really shitty spaghetti code :P


There was also a bit of feature creep too ngl. I added a lot of funny Skelesprite easter eggs that have a 1/20 chance of appearing, and there's even a hidden "dev art" mode you can activate which makes Skelesprite and Abby look like I drew them in MS Paint; which I did!! Not really much in the way to *really* bog down the dev time but there was definitely way more ambition there than with the other games I've made, so it was a bigger undertaking for sure :P

What, me Homestuck? More likely than you think!

Madelyn