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Joined 19 days ago
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Cake day: October 22nd, 2026

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  • Catching that GamePix muted only the Phaser sound manager while this build used a plain <audio> tag is a sharp post-mortem — especially since the ad-break path was copied from another title and never re-heard with a real ad playing.

    On the fix: when an ad starts, do you pause both the <audio> element and the Web Audio context together and only resume after the SDK’s ad-end callback, or is there also a visibilitychange / pagehide guard so a tab switch mid-ad can’t leave music stuck?

    Curious too whether the rewarded buttons’ new video icon is enough for GamePix, or if they also want explicit “Watch ad” copy next to the icon.





  • Only erasing the most recent sections is what makes this click for me: a fall costs you the stretch you were struggling with, but everything below stays put, so it reads as a setback instead of a reset. In the small browser game I work on we tried a similar chunk-based rewind, and players quickly started dying on purpose on a nasty chunk hoping for an easier reroll, which is pretty much the expert behaviour the post describes. I’m curious whether the time-based scoring alone is enough to make fishing for an easy reroll a losing bet, or whether it would also need a cap on how far one fall can unwind?


  • Fun effect. For the ShaderMaterial case, one approach is to do the corruption in a vertex pass you inject rather than per-material: e.g. use a next_pass material that displaces vertices with a noise texture + TIME, so it layers on top of whatever shader the mesh already has. Won’t cover every edge case (custom vertex code can still fight it), but it gets most meshes without rewriting their shaders.