Florian - Pocket Wheels

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Florian - Pocket Wheels

Florian - Pocket Wheels

@PanicTheFirst

Indie gamedev making Pocket Wheels, a 3D platformer collectathon racing game. 📝 Wishlist and play the demo on Steam: https://t.co/ZWpWwfqGgk

Deutschland 参加日 Aralık 2009
2.1K フォロー中3.3K フォロワー
Florian - Pocket Wheels
Florian - Pocket Wheels@PanicTheFirst·
@spindleDev Glückwunsch zum Release! 🥳 Es wartet schon auf dem Steam Deck darauf gleich auf der Couch gespielt zu werden. 😍
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Spindle is OUT NOW 🐷💀
Spindle is OUT NOW 🐷💀@spindleDev·
🐷SPINDLE is OUT NOW! 🐷 Features: - No crypto bro content or NFTs - No microtransactions - No lootboxes - No GaaS weirdness - No horse armor - No QTE cutscenes - No AI generated content - No cut content as DLC 💀🐷Spindle is a fully fleshed out Singleplayer Experience 🐷💀
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Florian - Pocket Wheels がリツイート
Spindle is OUT NOW 🐷💀
Spindle is OUT NOW 🐷💀@spindleDev·
💀🐷 To celebrate tomorrow’s launch, we’re giving away 10 Steam codes! 🎉 Drop a comment - we’ll pick 10 random winners and send them out at release :) See ya tomorroww! 😱
Spindle is OUT NOW 🐷💀 tweet mediaSpindle is OUT NOW 🐷💀 tweet mediaSpindle is OUT NOW 🐷💀 tweet mediaSpindle is OUT NOW 🐷💀 tweet media
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Silent
Silent@__silent_·
@PanicTheFirst Can immediately spot the difference! I drove in circles around the map for a bit and couldn't spot a single hitch, so it -is- the Unity frame limiter that simply sucks after all 😆
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Silent@__silent_·
When I first tried Pocket Wheels from @PanicTheFirst in January this year, I thought it's OK at best; I now revisited the newly updated demo with more content and somehow feeling much better about it! The driving is good enough, maps are interesting and challenges engaging. (1/3)
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Florian - Pocket Wheels
Florian - Pocket Wheels@PanicTheFirst·
@__silent_ I just pushed an update to the Steam demo and added a VSync option to the FPS Limit. This enables VSync, which automatically disables the frame limiter. Would love to hear your feedback if this works better.
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Silent@__silent_·
@PanicTheFirst This frame limiter constrains the game logic, not rendering, so I expect the stutter to show up with GSync too; but maybe I'm wrong
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Florian - Pocket Wheels
Florian - Pocket Wheels@PanicTheFirst·
@__silent_ Thank you so much for the help! 🫶 I will look into a proper implementation of vertical sync for the next update. I'm using G-Sync, so I didn't notice the problem before.
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Silent
Silent@__silent_·
@PanicTheFirst Disabling the frame limiter and forcing vertical sync indeed resolves those microstutters, so I guess that's right on the money.
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Silent@__silent_·
@PanicTheFirst Also please let me know if you manage to confirm and fix the frame pacing issues! I see them in multiple Unity games but haven't managed to narrow them down to anything specific - it feels as if the 60fps lock is actually 59.94. In another game, a 240fps lock is actually 225fps.
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Florian - Pocket Wheels
Florian - Pocket Wheels@PanicTheFirst·
@__silent_ Ah I see, then it's slightly optimized since then. :D The car switching part was always there, you missed that one. :)
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Silent@__silent_·
@PanicTheFirst If I remember it right, I played it in January 2025, back when it was just one room and I don't recall being able to switch cars - or maybe just missed that then
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Florian - Pocket Wheels
Florian - Pocket Wheels@PanicTheFirst·
@__silent_ I will look into the these, thank you for pointing out! I guess you mean the glasswoods objective. I‘m not that happy with it and want to change it into a more exploration based objective.
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Silent@__silent_·
1. No VSync? I think I saw screen tearing with a FPS limit enabled. 2. At 60 FPS/60Hz, the game has the same "Unity stutter" as Driftline Peaks, duplicating a frame every second. 3. Some challenges have the player be "lost" by design, but a checkpoint counter would be nice. (3/3)
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