#2023-game-jam

1 messages · Page 15 of 1

soft totem
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HOW MUCH TIME HAVE I SPENT IN TF2????!?!?!?!?

wraith matrix
soft totem
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uhhh

wraith matrix
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xdx

soft totem
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weak

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i have like more than 100d on one of my wiiu games

wraith matrix
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I may have spent too much time on that game

soft totem
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also

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who want acces as contrib

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everybody

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who knows

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maybe one memory will be a top down rpg style :P

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everything is possible

prisma bobcat
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Not joining (have my own Neuro project), but just curious, what are you making PauseSama

soft totem
wraith matrix
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I hope the top rated game jam devs also get a "Distinguished Game Dev" role on this server

soft totem
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yea

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one hundo

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one person will help devel aa

proper palm
soft totem
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alex

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what prizes are there?

proper palm
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The real prizes were the friends we made along the way

soft totem
wraith matrix
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wait, we made friends?

soft totem
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everyone became much closer when itch died

wraith matrix
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true

soft totem
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me omw to artificially increase project size

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oh shi

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unity has vs

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i never knew that

wraith matrix
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I could have artificially changed my project size by converting music from mp3 to wav, so the music would loop better

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would have increased total size from 29MB to around 80MB

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my 0.7mbps upload speed would cry tho

soft totem
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i mean

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rpgmaker

wraith matrix
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what about rpgmaker?

soft totem
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it ezz what it ezz

soft totem
wraith matrix
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the "privileges" of living in the middle of nowhere

soft totem
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feel sorry for you man

wraith matrix
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there was once a time where I through streaming would be cool ICANT

wraith matrix
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and that's why I have 600+ youtube videos instead

soft totem
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this is basically minimum for streaming

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germany

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amirite

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dsl

wraith matrix
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44.8mbps down, mine is like 10mbps

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aka 1.2 MB/s

soft totem
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do you have dsl?

wraith matrix
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I have no idea what that means

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but I think so

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the best part is, there's a fiberoptic cable that has the best internet connection capacity nearby

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but the people that set it up and their investors couldn't figure out the financial stuff, so the project has been on hold for years, and will probably never finish

soft totem
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fiberoptic will come to my house approx march

tiny laurel
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Me and lightmax spending a whole year just to make a Vedal sadge game?

soft totem
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yes

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:3

tiny laurel
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Ok how do I help

soft totem
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:3

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the music

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?

tiny laurel
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I can do some sfx, writing, and music

tiny laurel
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We need a separate place to talk about this evilWheeze

soft totem
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nahhh

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im setting up autobuilding :P

tiny laurel
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NeuroClueless I know what your taking about

soft totem
tiny laurel
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Looks good NeuroClueless

soft totem
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geethub

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aktions

soft totem
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@tiny laurel
finnaly made it work

placid vessel
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nice Yay

soft totem
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baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

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@placid vessel

placid vessel
soft totem
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now time to add every plattform imaginable

soft totem
placid vessel
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nice

soft totem
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aint no way

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me omw to break github actions

young solar
tiny laurel
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So close to finish arent we

young solar
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Basically a full game at this point

tiny laurel
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Now just add 5 maps with monsters and puzzles

young solar
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If I can I'll make it more like vampire survivors

tiny laurel
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neuro7 Neuro v viewers

young solar
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vs this to begin with

grizzled hazel
soft totem
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haha

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YOOOOOOOOOOOO IT FINALLY FINISHED

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now to add smackos

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uh unity

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nobody gives a fuck about visionOS

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@tiny laurel think this is all we need?

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also

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@tiny laurel whats ur github name?

young solar
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Anyone who is familiar with godot, could I get a little advice with something, I'm trying to look it up but I'm getting 20 different answers

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I'm trying to move the enemy towards the player, node 1 towards node 2, but I'm struggling on how to give the enemy my players position, I have them both in groups as enemy and player respectively

prisma bobcat
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Erm, are you going to have obstacles?

young solar
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Possibly in the future, right now i'm trying to learn the basics

tiny laurel
young solar
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Assume we have no obstacles

prisma bobcat
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var player = get_tree().get_first_node_in_group("player")
var dir = to_local(player.global_position).normalized()
velocity = dir * speed```
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is the simplest thing you can do, assuming the enemy is a characterbody2d

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to get the player node,

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This assumes that the player belongs to the group player, and there is only one.

young solar
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There is only one player yes, and that did work, thanks!

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So just so i'm following

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does the to_local mean that the enemy node gets the info?

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Honestly it was pretty close to what I had already so I'm not completely out of it

soft totem
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if you dotn want to go into the proj

prisma bobcat
young solar
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It makes a lot more sense after you've been reading stuff like it for an hour

prisma bobcat
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I think I can draw a simple diagram... hopefully its correct and Im not dum

young solar
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Oh don't worry, I understand most of the code and why it works

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Next steps is probably something like:

  • Player taking damage on collision
  • Enemies not pushing eachother too much
  • A way to fight back
  • Enemy spawner
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Shouldn't be too hard to figure out a couple of those though

prisma bobcat
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Note, if you ever add obstacles, don't bother making the enemies actually collide with the obstacles. Simply make the enemies not pass those regions using Navigation areas.

I tried making the enemies collide with obstacles for my Neuro survivors-like and ended up wasting so much time trying to make the enemies not get stuck on corners neuroDeadge

young solar
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I remember trying to make something similar in Unity once and I enjoyed the fact that the enemies just slide off the wall because of the velocity

prisma bobcat
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I tried so hard to make them just slide off.. but I think Godot 2D physics just doesn't work that well neuroSadge

soft totem
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it ezzz godot

soft totem
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alex would have a fever dream with that

prisma bobcat
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I prob should finish learning basic unity for when I want to make physics heavy games. My time working with Godot physics... hasn't been the best.

young solar
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I used unity a lot more, but I'm so conflicted with if people trust the company or not

prisma bobcat
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Yah that uh incident demotivated me from learning Unity for a quite while. Just recently got back the motivation to finish the unity book Im reading.

grizzled hazel
grizzled hazel
young solar
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Thanks for the tip, I'm not trying to make too many obstacles for now, getting some of the other basics down, but once I get to that point it's a good thing to keep in mind

prisma bobcat
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No gurantee though (my part of) the code will be any good, I just do whatever works. NeuroClueless

bright dome
young solar
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Quick question, how scuffed is this code LULE

frosty mantle
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You don't need chained if statements for these input actions

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I would use the dict of actions and match to check against

young solar
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I'm still very new so I don't really know what that means FeelsDonkMan

prisma bobcat
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Or an animation tree neuroHypers

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I personally use animation trees

frosty mantle
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Ah yes, that

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Never actually used it

prisma bobcat
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I hav no clue how it compares to doing things more directly via dictionaries but its just how I learned to do things at the start so it stuck I guess

young solar
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I'd have to check those out, could be something useful to keep in mind

prisma bobcat
# young solar

Im assuming Run1 and Run2 are just mirrored versions of each other?

young solar
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Yeah they are

prisma bobcat
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I basically do
if character.velocity.x < 0:
sprite.flip_h = true
elif character.velocity.x > 0:
sprite.flip_h = false

young solar
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Does that work for animated sprites as well?

prisma bobcat
young solar
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Sounds like a more useful way to do what I did LULE

prisma bobcat
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The code is for Sprite2Ds

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With AnimationPlayer2D to play the animations

young solar
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Mine is just AnimatedSprite2D

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Yeah this

prisma bobcat
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They also have flip_h, so I guess it should also work?

young solar
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I should probably check that out

inner imp
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probably better than yandev though

frosty mantle
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I mean, if it works, it works

inner imp
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pretty real

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optimization is always good practice though

frosty mantle
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Optimization for the sake of optimization makes your life worse

inner imp
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most people don't optimize for the sake of optimizing

tacit coral
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never optimize, bully your users into getting better devices instead

inner imp
frosty mantle
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Write working code first. Then, if you see bottlenecks, fix them.

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More experience you have, more "optimized" your code will be from the beginning.

inner imp
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you gain the experience of optimizing by optimizing

short lion
# frosty mantle Optimization for the sake of optimization makes your life worse

This, I remember reading the post-mortem of the dev who made "At the Gates" and he talks about how he spent months just refactoring code and going insane in the process, it's the same as optimizing to a degree because it's also something that a lot of players will often not feel / notice
https://www.escapistmagazine.com/how-at-the-gates-took-seven-years-of-my-life-and-nearly-the-rest/

This piece was originally published on Jon Shafer’s website. It has been copyedited for clarity. With At the Gates now only two weeks away from release, I’ve had a lot of time to look back at its development, as well as my own. It’s not news to anyone that At the Gates took much, much longer than I planned and promised. And while we often hear a...

calm nymph
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in general chain of if statements like that is better done with a switch/case statement, or whatever is idiomatic in the language you are using, but a compiler will probably be smart enough to turn it all into something equivalent anyway

short lion
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If you have issues, you should fix them. Spending a bit of time on an optimization pass can be good and learning the principles behind optimized code is also great. But spending way too much time on something that players will never experience is a bad idea

graceful vigil
frosty mantle
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There is pattern matching available, so that's probably why

tacit coral
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btw just curious, which rhythm manager did you use for Rhythmic Recovery, and do you recommend it? FOCUS (saw it in the assets list)

wild forge
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But hey, I got days and months now

tacit coral
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awesome, thanks for sharing! This being built on top of Timeline does sound handy.

soft totem
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ooo

grizzled hazel
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I will say tho, most of my time were spent making the beatmaps. Who knew matching hundreds to thousands of notes takes a long time neurOMEGALUL

young solar
frosty mantle
short lion
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Kenny is the GOAT neuro7

frosty mantle
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Also, it looks like Godot 4.3 will be bigger of a release than 4.2

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By a lot

placid vessel
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We don't need Alex and his Unity gdvomit

frosty mantle
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RIPBOZO Alex

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Your empire is shattering

short lion
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I'm a (traitorous) unity user but it's good to have competition

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If there was only "one viable indie engine", that could create lots of issues down the line so it's cool to see Godot growing neuroHypers and other engines like Unreal are cool too for their own use cases

bright dome
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btw Unity is laying off 25% of their workers

prisma bobcat
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Anyone here have tips about learning Unity if you are coming from Godot. I've seen so much tutorials going the other way but never for people going from Godot to Unity.

short lion
bright dome
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i mean, i don't know why they had so many people to begin with, but still it's nothing good

bright dome
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there is a reason for that

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but if you want to change engine, look for unity to godot videos

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it's same if you want godot to unity

prisma bobcat
short lion
bright dome
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tho you are going to get whiplash, cuz workflows are way different

placid vessel
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Once again education fails the masses

bright dome
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good unity tutorials are from brackeys, sebastian lague and code monkey

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on youtube

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plus even if godot and unity are way different, knowledge from those unity tutorials can be used in godot sometimes

short lion
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What @bright dome said, these people have fantastic tutorials - but also watch out that the tutorials you do are not too outdated, because 8-6 years ago Unity was very different to what it is today. The basics are still the same but there's enough of a difference that it might confuse you if you're just starting out @prisma bobcat

bright dome
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yeah, like from version unity 5

short lion
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Bro the first game I made in Unity was a roll-a-ball tutorial in Javascript despair Javascript isn't even supported in Unity anymore for the last 7 years neurOMEGALUL

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Unity 5 seems so long ago now..

bright dome
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mine was roll-a-ball as well but in c#

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roll-a-ball is such classic

prisma bobcat
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Sadly none yet in KR

inner imp
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personally i could never bring myself to using godot or unity but if i was forced to use one of the two it would easily be godot

proper palm
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i feel like more and more people are choosing godot over unity just because of unity's already-backtracked company policies as opposed to the actual features that the editor has to offer

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unity has been around for much longer and the sheer amount of community support and plugins and extensions and tooling and packages and assets available for it comes nowhere close to what godot has to offer

short lion
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That being said I love editor scripting neuroCry I don't think I heard Godot has a similar feature which is a shame actually the whole engine is open source so maybe it's not an issue? 🤨

tacit coral
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It's honestly a win-win, Godot gets an influx of users and Unity a reality check, both will get better for it

short lion
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Yeah and let's be real, Unity really needs a reality check

prisma bobcat
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I mainly started learning Godot as it was open-source. Not much else of a reason. Rn I am attempting to learn some Unity for academia reasons. Probably not a bad idea to be familiar with both.

inner imp
short lion
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Alex is undeniably correct on the more features and support points as far as I know, I think there's nothing you can do in Godot that you can't in Unity (and there's a decent amount you can do in Unity which you can't in Godot). Maybe an exception for this is support for multiple languages but that's not necessary a bad thing to lack imo

prisma bobcat
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I guess you can't copy-paste the entire engine and call it something like "KotgeEngine" neurowheeze

short lion
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True neurOMEGALUL

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But is KotgeEngine better than Unity and Godot? evilSmug

prisma bobcat
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or is this something like, ill just have to learn to figure out

soft totem
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MIT Licence BABYYYYYYYYY

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bro i think github is having a stroke this is the second time i got a 500

deft kayak
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L

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shoulda used github at a different time 4HEad

soft totem
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im honestly considering switching to the db destroyer

inner imp
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L!

soft totem
inner imp
deft kayak
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LULE i love that no other server tech/admin removed all the question marks from the channel topic

soft totem
deft kayak
inner imp
short lion
# prisma bobcat Anyone know what is the main difference? Like, are from what I've seen there are...

So I watched this and I can tell a couple of the differences https://www.youtube.com/watch?v=QKgTZWbwD1U

Godot is a popular open source engine for building 2D and 3D games. It is similar to Unity in many ways, but is lightweight (35Mb) and provides it's own custom scripting language called GDScript.

#gamedev #programming #100SecondsOfCode

💬 Chat with Me on Discord

https://discord.gg/fireship

🔗 Resources

Godot Game Engine https://godotengine.o...

▶ Play video
#

Scenes ("levels") are files in Unity, and there's a difference between nodes (lots of objects each with a singular purpose) and prefabs / components in Unity (objects that have various things on them). It's a different system with slightly different logic but there's some similarity between the two.

#

If you know Godot you're probably in a good position to learn Unity too

short lion
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That being said now that I look at godot I see that I'd rather keep using Unity, there's lots of small interface things I took for granted neurOMEGALUL Alex was right ahhhhhhhh I'm sorry Unity take me back neuroCry

soft totem
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wait a sec ...

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are hacked clients allowed?

deft kayak
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this is not the place to talk about the mc server SMH

short lion
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Next Neuro-jam someone should make a minecraft clone neurOMEGALUL

short lion
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And then turn it about a horror game like the first collab with Miyo

inner imp
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unity stays pretty much the same, godot is constantly updated with new features, unity has many features you'll never use (which isn't necessarily a bad thing), godot has less features but is easier to use, godot is significantly faster than unity in terms of hopping from editor to project

prisma bobcat
short lion
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When Neuro was chasing her and saying "I'm sorry!" and hitting her neurOMEGALUL

prisma bobcat
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I guess more like 2d minecraft then terraria

short lion
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Very cool, might want to check it out. One of the 59 games I haven't played (yet)

inner imp
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anyway if you make 3d games I'd stick with unity, otherwise I'd use neither but godot between the two

short lion
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Another meme submission that would be cool would be a Neuro-sama traditional roguelike with ASCII. But that probably won't get any points in visuals xdx

inner imp
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roguelikes are pretty peak

short lion
soft totem
inner imp
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i mean unreal is better than unity by far for 3d

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and maybe it's just preference but using unity for 2d sucks imo

ripe summit
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annySipping godot is way better for 2d in my opinion than unity

inner imp
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pretty real

ripe summit
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and if you are a solo dev or small indie dev team that wants to finish a game in time unreal isn't really a option.
you won't be able to take advantage of most of the hi-def stuff as a small team due to the sheer amount of work that needs to be done to get it to look good

#

if you want to get a artistic game going like with your own style then yeah unreal might still be the better choice than unity.
in all honesty unity lost all its advantages over time... godot is taking its place and unreal is still ahead like always

short lion
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Unreal can be overkill too when it comes to build file-sizes (for example, Unreal jam entries) and for very high quality 3D unity has things like the HDRP.

#

Unity is also a lot more versatile imo and still has more community support and assets but

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Let's be real, if you can make a game with it and it if suits your purpose, it's a good enough engine lmao

inner imp
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almost real

prisma bobcat
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unreal, even

inner imp
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ease of use plays a pretty large part

wooden coral
inner imp
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personally as a solo developer i have never used github i just have a large flash drive not_i

short lion
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Github? what's that? all my homies use gitlab evilflooshed xdx

placid vessel
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I host my own Gitlab GIGANEURO

placid vessel
grim fjord
# prisma bobcat Anyone know what is the main difference? Like, are from what I've seen there are...

There are few core differences between Unity and Godot.

First of all Godot has 3 core elements to create with:

  • The most important one are Nodes - everything is a Node, you have different nodes for different things you have nodes for animations, for UI, for playing sounds for post processing, for colliders, for physics, for joints etc. You can implement custom nodes by defining class derived from base Node type.
  • Then there are Scenes - Scene is just a tree of nodes saved as a separated file (equivalent of prefab in Unity). You can instantiate the scene, and you can create multiple instances of the same scene. There is no separated concept of the "scene" like in Unity: Unity prefab and Unity scene == Godot scene.
  • Last one are Resources. Resource is everything you can put inside the node and almost every asset/data file. Resouce can be a script, texture, audio file, json, mesh, material, path for pathfinding, shader, etc. in reality Scenes are also resources, but it's better to think about them as separated thing.

However probably the biggest difference is that in comparison to Unity where GameObject can have multiple scripts which you can call "components". In Godot each node can only have one attached script. However you can use nodes the same way as components in Unity and this is how you should think about them. Node is an game object but also every node is like separated component.

long hinge
#

thonk hmm i didn't quite catch what is so different about scenes? you can have multiple scenes loaded at once in Unity

grim fjord
#

When it comes to supported languages, you can use 3 but each is better for different things:

  • GDScript - simple python-like language highly integrated within the editor (if you know C# you know programming fundamentals you will be able to learn this one pretty fast). Very good for prototyping stuff and managing UI (of course you can make entire game with that too). It's very easy do debug and supports hot reloading. Cons? Little slow for intense processing, poor static typing support (but it's there), and very little amount of data structures to work with: Array (List), Dictionary and math stuff like Vector, Matrix etc. are what you get.

  • C# - It's a solid option and it compiles fast. Hard to debug but has much better support for static typing and of course much more data structure and overall libraries to work with. You can mix both in one project (and even in on scene), there is just one rule, one script per node.

  • C++ - Good for optimizing bottle necks. You have 2 options to use C++ in Godot:
    a) Download Godot repository, change stuff inside and recompile engine. That way you can change/add/remove basically anything you want.
    b) Use built-in solution called "GDExtention" which allows for injecting C++ inside the engine with dynamic-link libraries. Using this method you can add anything you want to the engine, even support for custom language (so it's almost as powerful as recompiling the engine directly but it's much faster because you have to compile just your addon/extension).

short lion
grim fjord
long hinge
#

well, as long as it is possible to do all the scene management related stuff, like preloading in background (since scenes can get big), unloading, merging, switching, i guess it's not a bad thing to have it like that

frosty mantle
#
var scene: PackedScene = preload("res://scenes/scene.tscn").instantiate() 
add_child(scene)
long hinge
#

so it is a "scene" after all

#

i guess i just misunderstood 👍

frosty mantle
grim fjord
wild forge
#

I just love I've had to try a second terminal (kitty -> konsole) just to make sure my code wasn't doing anything stupid. That seems to be a bit of a bug and I'm glad it isn't my problem.
After program finishes no more typed characters show at all, it still registers them, just doesn't display them.

#

I got other things that are my problem however, as it goes.

soft totem
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haha

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did you check zsh too?

soft totem
jovial sparrow
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SMH alex = win

short lion
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This is what people see

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But in reality it's Camimi win

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The real puppetmaster of Alex's team xdx

proper palm
#

Camimi, sadecsss and darthrael really carried with art and music

#

Which were our top categories

short lion
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Yee, it's a rigged well deserved win neuroHypers no but seriously you guys did a fantastic job

short lion
proper palm
#

Probably the pressure, usually in a game jam if something goes wrong you can just... Not upload anything, but due to my own position in the community and as co-host, as well as Camila's status as a content creator we didn't really have that luxury

#

After the first night I woke up and was the only one awake and I was sitting there like despairge not knowing what to do or how to even contribute and we had no game design or art or mechanics, and Camila was just streaming hyping up her chat so much saying how good the game was gonna turn out and that it's gonna be epic and I'm just thinking how tf are we supposed to do this in 2 days despairge we haven't even decided if the game is gonna be a top down or side scroller despairge

soft totem
#

camilla really is bad at marketing XD

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or wait

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she is exactly what the game market does

short lion
#

Camimi doing that No Man's Sky style marketing neurOMEGALUL I can imagine though, pressure can be tough

grizzled hazel
#

pulling through crunch like that must not be easy, even if you have a great team with you

short lion
#

Pressure ended up creating a diamond at the end though

frosty mantle
#

Timezones be damned... We've lost 11 hours because people weren't online

proper palm
#

Bro the amount of stress this caused me is unbelievable I get PTSD just thinking about it neurOMEGALUL

short lion
#

How did you manage to pull through / salvage it at the end?

proper palm
#

The rest of my team woke up neurOMEGALUL

grizzled hazel
#

honestly, working by myself for this game jam was definitely an experience as well, thanks goodness to all the assets the community provide neurOMEGALUL . I definitely want to look for a team if we ever do another game jam

placid vessel
#

Working alone was a lot of pressure simply because i knew I would be depressed if i put in all this work and had nothing to submit even if it was the most broken game in existence nooo

But... working as a team and having other people rely on you? despair
And having a big streamer and all their audience relying on you? despair despair
Still, nice to work with people on something together aquaYeah

I found that once the gamejam was over and the pressure was off I could think a lot more clearly about how Godot works and I was a lot more forgiving with documentation and everything made a lot more sense. When I'm rushing I just skim through docs until I find the key piece of info and then I implement it while missing a lot of important context aquaChibi

unique pawn
#

my social anxiety could never

placid vessel
#

You look like the kind of person to have a fedi profile, do you? 👀

#

Add me.. you know, if you want flushedask
baa@mk.absturztau.be

unique pawn
short lion
# placid vessel Working alone was a lot of pressure simply because i knew I would be depressed i...

I can empathize with that a lot - I was thinking of participating solo initially too and was unsure I'd even be able to finish a game catdespair I teamed up with a talented composer (tieff) on a whim and even then was worried about disappointing him with the game (or lack thereof) when we just teamed up. Ultimately however it was a massive help - having someone to be accountable to, inspired by, and even just having someone to talk to is massive. Not to mention the banger music

#

Basically what I'm trying to say is that this stuff can be a lot scarier in our mind - best case you make something cool and make great memories, worst case you never talk to your former jam team members again if things go really poorly neurOMEGALUL

solid imp
#

the great thing about jams or hackathons is that it's just a few days so even if you fail it's not like failing a project you spent months or years on. The expectation is that it'll be jank and if it turns into something cool then it'll be a pleasant surprise.

#

if you do it solo then it's for the experience, if you do it on a team then maybe you'll make some friends along the way but if not then life ain't any different than before the jam.

unique pawn
#

Maybe I'm just thinking too much, but I think the context plays a role. For hackathons, I usually participate in external ones that have no relations with my employer, so I can bury my face after the fact, since no one will remember me. But for this gamejam in particular, we're doing something for a community we have some attachment to

It's not as much pressure as having an entire stream hyped up over your work, but nevertheless I also don't want to be remembered as "the guy who made a shitty game"

solid imp
#

Hmm. I see where you're coming from. My take is that people generally won't remember the bad games, and will probably forget even the good games within 6 months. Also, the only people whose opinion you should value are other participants and they'll be totally understanding if the game doesn't work out because they've all been there (myself included).

#

It's a slightly different story if you're publishing the game on Steam or something, but for a game you made in 3 days and put on itch, it's no biggie to push a bad game. And if you don't like what you made that much you can always remove it from itch after the fact or keep working on it until you're satisfied.

#

Usually it's still worth pushing an incomplete game because that's how you get feedback and gain a better understanding of the full game jam process.

short lion
#

I kinda get that too, after all we're here because we're emotionally invested in Neuro and the Vedalverse neuroCry but at the same time looking back I don't think anybody has any issue with the meme submissions ("Cats and Boots" was fun) or first time jam submissions or their creators

solid imp
#

And sometimes you'd be surprised that a game you made and dislike might be enjoyed by others.

short lion
#

That's true, or that people enjoy your game for reasons you might have not expected

solid imp
#

It's kind of like art.

unique pawn
solid imp
#

To pivot, I'm still working on my game btw. I've been trying to nail down a reliable procedural generation.

#

One idea that I had but am not sure how to go about is to create an API to let neuro 'see' and 'interact' with the world.

#

Mostly in regards to making it easy to actually use.

#

I think the reality is that we'd need Vedal to give us a 'Neuro API' that we can plug into our games.

candid mason
# proper palm After the first night I woke up and was the only one awake and I was sitting the...

despair How do you think my team feels. I hope people didn't expect our game to be good just because we had a lot of people. Shit @graceful vigil & @limpid tapir who were actually implementing the mechanics during that time had never really touched unreal engine before that, and @void horizon who did most of the level designing (with like no assets because we didn't have time to decorate mind you neurOMEGALUL) also hadn't touched it before (I think, I could be wrong tho).

#

A lot of it is my fault though. I've never managed/made a team before neuroAware

void horizon
#

Yep, was my first time working in Unreal

candid mason
#

Fuckin Gigachad HOLY

#

I remember you and the others complaining about getting it installed neurOMEGALUL

void horizon
#

I liked how Paccha thought she would have time to work on 2 projects at a time neuroClueless

candid mason
#

Paccha gave us the sweet concept art though

#

Wait I'll post it

#

We are still working on the game btw, if anyone wishes to join the team shoot me a DM. No experience necessary, just need to be willing to learn something (trust me it's much more fun learning from scratch with people as opposed to doing it alone).

#

Oh shit and this wasn't added in time either

#

But

#

@storm lake

#

Bocchi the Glock

#

or Bocchi the M1911 if you want to be more accurate KKonaW

south swallow
#

(use recommended optics for your expected engagement range if you want to be more accurate)

candid mason
#

Again I'd like to think everyone on team Blue Gym Bag of Doom for there hard work during the Game Jam,

Truly I hope I can continue to show off the fruits of their efforts in the future.

sweet sierra
#

this gamejam made it the best winter holidays for me
I absolutely love the team I happened to be in and I was so lucky to see that post from NotRusty (NotBot) in the community tab on itch
not only I loved making music for our game but also seeing how the game was made to its final form with all the progress and work everyone in the team has done
these few days were really productive and I'd really like to work with my team again neuroHeart

wild forge
#

I was really happy with how this jam went, I'm used to solo work so cooperating wasn't that high on my agenda. I originally wasn't going to join the jam, but wanted to try out something similar to it. As the dominos fell about wanting to be a part of this I eventually decided to join. I already had the idea of wanting to do some form of terminal interface but didn't quite know what (or how) to do it.

#

The jam was constricting in terms of dev work here (I mean that is a skill issue for creating a custom terminal engine (Made from empty file and a bit of google); tooling, and graphics (until literally the end, and by pure chance I fixed a graphical bug causing the terminal to shift up a line randomly for a "frame".) on top of the normal creating a game; bug fixing (so many draw errors); creative work (I wrote all of the messages, and at least half are 1 to 1 with chat's reactions); Art (Granted it was based on the freely available assets at the time, but transposing into useable graphics took a bunch of time); and playtesting (I legit had it just running while coding to catch any errors by lucky chance.)

tiny laurel
#

It was nice meeting you neuro7

#

had fun seeing everyone panic on the last day evilWheeze

wild forge
#

Waking up to an hour left was freaking funny to see. I made sure to double check my submission while everyone panicked.

tiny laurel
#

I did 0 work and still made it on the board NeuroCorpa

tiny laurel
wild forge
#

Surely NeuroClueless

cobalt inlet
# sweet sierra this gamejam made it the best winter holidays for me I absolutely love the team ...

Seconding this. Never tried a gamejam before and while I was interested in participating, I didn't know how to do anything (also I thought I'd be solo).

After typing my first 2 messages in this channel, NotBot instantly asked me if I was available and wanted to join his team, and I reluctantly joined (due to thinking I'd be basically useless).
Turns out I learned a lot, contributed more than I expected, and had tons of fun creating our game, so no regrets! neuroHeart

frosty mantle
#

I never expected to even participate, given that I don't have any game dev experience. Darkeew practically insisted that I can be useful, and I ended up as a last barrier between dev and release TheVoices

frosty mantle
short lion
#

Damn, fantastic work everyone neuroHeart I can't imagine what it's like to be a team leader having first time jammers under your wing and to end with such awesome results too

short lion
prisma bobcat
grim fjord
solid imp
# short lion This is the hide and seek game, right? <:neuroHypers:1135051812722982922> how ar...

This is my current proc gen algorithm. I think this algorithm may still be useful for another game mode I have in mind, but I want a basic game mode which is basically a house with the basic rooms that a house has which will need to be a bit smarter about the layout and I have a plan in mind. But to answer your question, I plan to procedurally create the building/rooms layout and then fill them with furniture procedurally as well.

short lion
solid imp
# short lion Oooooo, that looks really cool :D I love this kind of procedural generation more...

Thanks 🙂 I've been experimenting with a few different approaches. This proc gen algorithm in particular led me to think of a cool premise for another game that can use the same assets. To not spoil too much story wise, for reasons, Evil becomes lost in a labyrinth like this and Vedal and Neuro need to save her before the place self destructs. There may also be robots out to get all of you.

short lion
#

That sounds awesome neuroHypers would love to playtest it

solid imp
candid mason
#

There's a new version out now actually btw

ripe summit
solid imp
grim fjord
hollow sequoia
#

I wonder, has anyone made a video of the summary of Neuro-sama Birthday Game Jam?

lime plover
#

Anyone here want to draw sprites for Neuro for Pizza tower?

frosty mantle
frosty mantle
#

Holy

ripe summit
#

Danki whats the difference

frosty mantle
#

Less useless spacing

ripe summit
#

oh.. it makes the seperators between tabs smaller

frosty mantle
#

More screenshots in PR

ripe summit
#

yeah i saw the PR screenshots

soft totem
frosty mantle
#

Lucas is such a gigachad

grim fjord
short lion
#

That's pretty vedalBased love editor scripting like that

frosty mantle
#

tfw the Godot editor is actually a Godot game

frosty mantle
prisma bobcat
#

https://itch.io/jam/pirate is this his jam? 15 days neuroLookUp

itch.io

A game jam from 2024-01-12 to 2024-02-07 hosted by Pirate Software. What is a GameJam? A Game Jam is a short event where you and others work together to create a small game. Most Jams have some kind of restriction on t...

#

Quite long

frosty mantle
#

Yep

#

But they are going big with submissions

prisma bobcat
#

I have the urge to join... but then I have uni coming up soon and my own project (neuro adventures) I wish to finish neuroSadge

#

Maybe I make something simple anyways. Always wanted to make a game based around the Swarm spreading.

ripe summit
# prisma bobcat I have the urge to join... but then I have uni coming up soon and my own projec...

annySipping btw if you want to join more gamejams in the future but aren't sure where to find them.
https://itch.io/jams <- on this page there is a time table with future and current running gamejams ranging with all kinds of lengths, unique rules etc.
https://itch.io/jam/mini-jam-150-magic i personally always like working on the mini-jam's since they have it reversed. they give you the theme in advanced and then reveal limitations which add an interesting twist.

short lion
#

There's the 7 day roguelike jam in two months too which I was thinking of joining... but idk how busy I'd be when it happens, and I don't like that it relies on pre-planning and lacks a theme neuroCry on the other hand, roguelikes!!

#

Also for what it counts, the Neuro-jam and the really positive experience rekindled my love for jams neuroHeart

turbid vault
#

I'm having some wild ideas for an Evil birthday game

#

Gotta level up my Godot skills until then

unique pawn
#

genuinely can't wait to see what you cook

short lion
#

Same neuroHypers

turbid vault
#

hehe

#

Well, still need to experiment with a few things, it's been ages since I last played with Godot, and I got rusty

reef coral
#

ahhhh

#

i can't make sprites...

left hearth
#

just buy them in the store? i prefer fanta though

lime plover
safe walrus
#

naaooooooo9

hollow sequoia
mystic kindle
grim fjord
# mystic kindle https://youtu.be/UlSkEOXcab8 Jammers go create games with brand new Blender Engi...

Years, years ago before the Fire Nation attacked, Blender was a game engine too. However Godot became a thing and they decided to stop wasting resources on their engine and instead Blender devs fully focused on the 3D aspect/modelling. They stopped working on this game engine module (they removed it entirely from Blender in 2019) and now as an alternative they are advising to use Godot Engine instead.

mystic kindle
#

Ik

#

Create a game with new geometry node

proper palm
#

(Although it's a tad modified from what it's like in-game)

austere bridge
# hollow sequoia I am trying to make a youtube collection to collect Neuro-sama Birthday Game Jam...

Our OST is here
https://www.youtube.com/watch?v=yfpaT8XE_ZQ

Excluding the main menu OST, but that was added post-jam

Play and rate our game here! https://itch.io/jam/neurosama-birthday-game-jam/rate/2449486

After we decided what to make our game about, I set out to write two pieces. The first, for the outside finding portion, I tried to make into an exciting and a little overdramatic piece. I had Nichijou's soundtrack in mind, which I don't think I quite hit ...

▶ Play video
frozen heron
#

look up UPBGE

south swallow
# hollow sequoia I am trying to make a youtube collection to collect Neuro-sama Birthday Game Jam...

before the new year I was working on soundtrack for The Abber Demon's Forest, the game my team made for Neurosama's birthday gamejam
that was a really cool expirience of which I would like to get more in the future
it makes you productive when you have limited time
also making music with different ideas behind it lets you to find new interesting...

▶ Play video
sweet sierra
turbid vault
#

A month ago I didn't think I would be learning animation
and now here I am, doing the baby steps
This will be fun

south swallow
#

^^

inner imp
#

walking

mighty cliff
#

it aint drawing anything on the screen

#

the menu does work so idk whats wrong

#

if you're wondering why it isnt in a loop, its cuz of this:

#

OpenGL is shattering my brain

#

i hope someone here can help

#

if you need screenshots of other code just @ me

#

i guess i shoul post this in programming instead

ember horizon
inner imp
#

p

#

correct

zealous oxide
#

cursed input system

fiery merlin
soft totem
#

why

native dagger
#

Hi

feral quarry
frosty mantle
#

Vedal never be ballin catSUS

hardy fiber
#

lmao speedrunning the game any%

hidden herald
#

vedal after he heard that there is not just Neuro, but also rum on the other side

inner imp
#

move and collide is also slower than my method so there isn't really any reason to use it

#

2-3 times slower

fiery merlin
#

theres a few things it does that it doesn't look like yours does, like moving as close to the wall as possible before stopping and handling things that aren't squares, but I guess if you don't need those it's fine

#

stopping 1 pixel away from the wall is probably not that noticeable anyway, it's more important with higher speeds

full vale
grizzled hazel
prisma bobcat
#

Anyone here willing to playtest for me

south swallow
#

enemies spawn close to the player unannounced

#

chicken bake heals nuro until next hit (visual only ig)

#

and doesn't heal the CP until next hit (again, visual only)

prisma bobcat
#

Unsure why that is happening, since health is updated before the visualsneuroThink

#

Oh unless you mean the visuals are only updated until after a hit

south swallow
#

cookie is ok

prisma bobcat
#

The "shake" happens for both gaining and loosing health so I'll have to fix that

prisma bobcat
hollow sequoia
#

The "Say it back" is useless, after choosing this Vedal is slain by Neuro

south swallow
#

see nuru health

prisma bobcat
#

Ok I think thats broken

south swallow
#

that's the chicken bake

#

the upgrades menu is unrelated

prisma bobcat
#

Ill try replicating

prisma bobcat
prisma bobcat
#

I'm updating the AI health visuals for both cookies and creggs

south swallow
#

happens

prisma bobcat
#

Welp thanks for the finding. Fixed for next update.

hollow sequoia
prisma bobcat
#

Maybe I should change cursor look so it looks like a target

hollow sequoia
#

My best gameplay currently

#

Maybe adding a score to the game

inner imp
grizzled hazel
# prisma bobcat https://kotgedev.itch.io/neuro-adventures

this game is great, very fun and replayable. One thing is that I press retry a few times when I pause because my first instinct to press the top button to resume. That might just be me but having both the escape and resume button would be nice QOL. Also, the funny upgrade texts is a very nice touch.

south swallow
#

btw I thing adding shadows would add a lot of visual depth

#

like just a circle on the bottom of the sprites

turbid vault
#

played around with animation a bit more

manic pond
crimson latch
#

This channel is still open? NeuroPeek

mighty cliff
#

yep

#

idk why

#

some of use are still working on / fixing our games tho

hushed spire
#

New game jam incoming PauseSama

deft kayak
#

its a conspiracy

sullen wind
#

Keep Neuro games coming neuroHypers

inner imp
#

i think this is the single worst piece of code i have ever written

frosty mantle
#

Early returns will make this code more bearable btw

#

Also there are some parts of the code that can be extracted to a variable

inner imp
#

there's a lot that i should've used variables or macros for lol

#

reviewing old code is fun

#

lets me see what i've learned and make fun of what i used to do

frosty mantle
#

10-21 lines can be cut in half

zenith geyser
#

avoiding indented if statements when possible is always (ok maybe not always) a good practice

inner imp
#

no it definitely isn't a good practice in this case

#

for small one lines yeah but these are not small

long anvil
inner imp
#

lmao

long anvil
#

those 0.6 and 0.2s are crazy

#

why no constants 😭

inner imp
#

old code i never used constants 4kskull

#

ever

#

and i avoided using variables as much as possible

#

for some reason

proper palm
# native dagger Why is it bad?

(IMO) Not using guard clauses, repeated code that could be taken out into functions or variables, lines that are too long, magic numbers

#

Biggest one for me is lack of guard clauses

native dagger
#

Probably I would do all of those mistakes

#

I'm not a programmer

#

I just came here to see what this chat was about yk

#

Honestly I first thought it was for asking ppl to play games

#

Bc of the "game" in the channel name

buoyant mango
placid vessel
turbid vault
#

*sad evil noises*

bright dome
#

does anybody know whether colliders work in editor in godot? i've been trying to use raycasts, but don't seem to detect colliders(they work when running project)

frosty mantle
#

Game scripts are not working in the editor (unless you add @tool directive that is)

#

Same for other stuff, like collisions and such

bright dome
#

i use @tool for raycasts method and they work by themselves, the issue is with collsions and they are not working, oh well, i guess i'll just get inspired by proton scatter plugin and see how it works

frosty mantle
#

Speaking of Godot, took around 10 minutes to make a scene that loads the images and makes them into the cutscene storyboard in runtime.
Godot is freaking amazing.

reef coral
#

i got a dumb game idea that i have no clue how to execute.... (still learning neuroSadge )

fading mirage
#

admittedly, I don't know if it has any impact on performance but... I tend to stray away from having multiple lines that essentially do the same thing for different cases

#
if(instance_exists(pEnemy)) {
    var inst = nearestInstance(pEnemy);
    if(instance_exists(inst)) {
        if(distance_to_object(inst) <= 40 + (global.items[? "chain"] - 1) * 5) {
            var isCrit = (random(100) <= global.player.critChance)
            var calc = chainDmg * (0.6 + 0.2 * global.items[? "chain"])
            
            part_type_scale(global.pChain, 1, 1);
            part_particles_create(global.pSystem, inst.x, inst.y, global.pChain, 1);
            
            if(global.items[? "crowbar"] > 0 && inst.ho >= inst.maxHp * 0.9)
                calc *= (1 + global.items[? "crowbar"]);
                
            if(isCrit) {
                inst.hp -= damageCrit(calc / global.player.dmg, inst.id, noone, c_aqua);
                effect_create_layer("Instances", ef_flare, inst.x, inst.y, 0, c_red);
            } else {
                inst.hp -= damage(calc / global.player.dmg, inst.id, noone, c_aqua);
            }
        }
    }
}```
reef coral
#

Auughgh

#

I'm trying to make a drag and drop interaction thing that can do certain things

#

like if you want to defend, you drag the defend item to an empty slot...

#

Gonna have to learn more

frosty mantle
short lion
#

Adding some trails to Neuro's Lost and Found Kingdom as well as some other post jam fixes neuroHypers

visual steeple
# frosty mantle https://kenney.nl/assets/input-prompts

Another CC0 button prompt set on the internet, for those interested: https://www.youtube.com/watch?v=d6GtGbI-now -> https://thoseawesomeguys.com/prompts/

Let's talk more design over on Discord: https://bit.ly/3wI5ovB

Download My Prompts Pack: https://thoseawesomeguys.com/prompts/

I bet you can't name a single video game without button prompts. For such an essential thing to have in your game for a very long time now, you'd think it would be ridiculous for developers to still mess this up right?...

▶ Play video
#

The video is nice too, as it goes into detail into the art of mapping actions to keys.

polar needle
prisma bobcat
#

Ill try it out in like 7 hrs when im back home neuroHypers

prisma bobcat
polar needle
short lion
mighty cliff
brazen marlin
#

Same

shadow osprey
#

😦

short lion
frozen jolt
#

So which game won the whole game jam thing

#

It's been 20 days

grim fjord
# bright dome does anybody know whether colliders work in editor in godot? i've been trying to...

Sorry for late response but there might a chance this issue is related to yours:
https://github.com/godotengine/godot/issues/82912

GitHub

Godot version v4.1.1.stable.official [bd6af8e] System information Godot v4.1.1.stable - macOS 13.6.0 - Vulkan (Mobile) - integrated Intel(R) Iris(TM) Plus Graphics 650 - Intel(R) Core(TM) i7-7567U ...

bright dome
#

Thanks for the help! Although i already gave up on making own plugin and i'm just using proton scatter for now, but I may try again in future

mighty cliff
proper palm
#

Awakege oh yeah I still need to do that

soft totem
#

OH yea

#

i need to add more content to either

#

GeYm DeVeLoPeR

frosty mantle
#

My terrain addon for Godot, TerraBrush, reached 100 stars on github, that's so cool! 😎

Btw, if you have issues with it or you just wanna talk, I have a discord server (link in the comments 👇)

#GodotEngine #…

💖 62 🔁 12

▶ Play video
#

This is cool

soft totem
#

petition to rename game-jam to game-dev

frosty mantle
#

2 messages a day in average...

short lion
#

In other news I worked a bit on a water shader recently

#

Though it looks a bit funky here

#

Was thinking of cooking something with it

soft totem
soft totem
#

i am smashing my brain in trying to figure out why the FUCK tmp settext dosent support using strings

short lion
#

(Worked on = just copied a tutorial 😔 )

soft totem
#

i want to set text

#

DYNAMICALLY

fleet sun
#

I stopped working on my jam entry so... x.x

soft totem
#

and howtf would vectors help with text

ember trellis
soft totem
#

NO GOD PLEASE NO

ember trellis
ember trellis
soft totem
#

chatgpt makes bad reccomendations

ember trellis
#

Eh, i did a sememster of python coding with it

soft totem
#

py

#

i can pull that crud outta my butt

#

or atleast

#

sometimes

ember trellis
#

neural shit

frigid mist
# mighty cliff

know that feeling and then I get sidetracked by my other stuff

ember horizon
#

still no sign of vedal returning, let alone game jam results huh

prisma bobcat
full vale
short lion
#

Had like 20 FPS at the end neurOMEGALUL love the mechanic of Neuro chasing you, it makes it pretty unique compared to a regular survivor-like

#

(Also: Credits button doesn't work and Quit is bugged in web build)

lime plover
#

Credits button doesn't apparently have a function yet

#

So it's not broken, the functionality just doesn't exist

short lion
#

Showing a dot or a rum reticle on the screen could help a bit since I forgot I could aim the first time I played - Also the music is great

lime plover
#

Did you know there's a thread for this fangame, I put my feedback there for centralization purposes

short lion
#

Yeah maybe I'll post future feedback there evilOwO

lime plover
#

I'd recommend that. You can probably find it

#

Or I can link it if you need

fading mirage
#

||misinformation to summon||

quartz hatch
#

^^

desert atlas
#

Do you played the Tekken 8?

frosty mantle
#

Lol, Pirate Software's game jam had a secret $30k prize pool

long hinge
#

let's hope vedal's game jam doesn't have a secret -$150m prize pool neuroPray

frosty mantle
#

Actual prize pool: one french fry

ember horizon
prisma bobcat
waxen loom
#

The game jam's real prize was tricking vedal into saying it back

visual steeple
#

Honestly, Neurotic to the Core won a special prize with that in my book.

austere bridge
#

Certainly was a prize for the cliipers neurOMEGALUL

mighty cliff
#

I got the hang off using python openGL and wanted to upgrade my game from pygame to that, but i think i want to make something else

#

Something better

#

More fun and engaging

#

So ye, im ditching support for my game

#

It was a good learning experience tho

short lion
ebon dust
#

whens the neuro gacha game coming NeuroCorpa

frigid mist
#

hmm temptation but I promised my fren rinzai id be in his. maybe if there's one in march

ember horizon
#

what would you even gacha for?

dire juniper
#

I'm almost purely a VOD watcher, so I've been slowly making it through the subathon, and I think Neuro might have actually remembered the name of my gamejam game. [SLAY THE PRINCESS SPOILERS]

queen stratus
#

Cool. That just shows Neuro's new memory abilities.

ember horizon
#

man, its just inching ever closer and closer

#

at this point im just checking the stats every few days again just to see if it ever makes it

crimson latch
short lion
tiny laurel
#

Maybe he’ll look at top ten for each category neuroCopium

ember horizon
#

oh hype

ember horizon
#

oh probably hype

short lion
shadow orchid
ember horizon
#

lol went to use our game jam sprites as a placeholder to test formatting a dialogue system, totally forgot anny was originally drawn to be taller than neuro

frosty mantle
#

Not canon RIPBOZO

ember horizon
#

im pretty sure i solved the issue by just physically placing the sprite lower so they would seem the same height

late condor
#

omg cute

gray ferry
#

Naaaw what a cute treated Nwero XD

deft dirge
#

Embed perms

#

You chat more

turbid vault
#

gameplay: 0%
graphics: 0%
music: 0%
but
I have a

#

gotta make the rest of the game now I guess

frosty mantle
#

inb4 the game is a one big cutscene file catSUS

#

Wait, that happened already

crimson latch
surreal walrus
frosty mantle
#
Twitch Developers

Get Started with the Game Engine Plugins Download Unity or Unreal Plugin What are the Twitch Game Engine Plugins? The Twitch Game Engine Plugins are built for Unity and Unreal, and are adapted to each engine’s unique quirks. We designed them to make integrating your game with Twitch functionality simple, leaving your team more time to create uni...

austere bridge
#

No Godot plugin. Pain

frosty mantle
#

Shouldn't be too bad to re-implement on GDScript

mighty cliff
#

No python plugin. Pain

ripe summit
#

there are already twitch plugins for godot and python. i think this one is just official

grim fjord
#

If it supports C# or C++ you can already use it with Godot.

long hinge
grim fjord
frosty mantle
short lion
#

Asprite is on sale for only 10 dolla

#

If you're into pixel art it's a very widely used tool

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I was actually considering getting Asprite before the jam but ended up drawing my pixel art in Krita neurOMEGALUL

frosty mantle
frosty mantle
short lion
#

Might be worthwhile posting about deals here in the future just to find out about great alternatives neurOMEGALUL

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Going to try out all of them this weekend

prisma bobcat
#

But I use aseprite neuroHypers mainly because all the pixel art tutorials are in aseprite

soft totem
#

ffs trello

soft totem
prisma bobcat
#

Anyone know what "Physics Time" means?

#

This is the Godot profiler btw

ember trellis
#

Time spent simulating physics?

prisma bobcat
#

Also I'm getting a lot of lag when a lot of Area2Ds overlap each other, (~500) but they aren't supposed to interact with each other (They all target a different layer). Anyone know why this might be the case? I thought if things were in differing Physics layers they just don't interact at all and shouldn't consume FPS.

frosty mantle
#

There is a separate frame-independent loop that resolves internal physics.

prisma bobcat
#

Finally anyone know the difference between Physics Time and Physics 2D?

prisma bobcat
frosty mantle
frosty mantle
prisma bobcat
#

I got their other music bundle, pretty good music / sfx.

mighty cliff
#

gamejam project uses python with pygame, new project uses python with pyOpenGL

#

used to be limited to 80fps but on the new one i get 500fps (ryzen 7 5700g, 3060ti)

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i used to type the vertex models myself but for since im using openGL i decided to use .obj models.
and today i finished importing gltf models which would allow me to do skeletal animations and such

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so ye, wanted to update yall on what ive been doing

polar sorrel
#

Is the game-jam going to be reoccurring or was it a one in done type of thing?

frosty mantle
#

I hope so

soft totem
#

me too

past path
#

would love future game jams neuroPray

ember horizon
#

i hope so too, tho i would hope theyd be resolved quicker if so

crimson latch
#

The better question would be: are neuro streams a reoccurring thing or not neuroDespair

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(Joke)

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I miss my lil goofy ball neuroSlam

mighty cliff
#

vedal made himself an icon in the vtube community and now he can just play on other vtubers' stream if he feels like it.
pro gamer move

turbid vault
#

early sneak peek

ember horizon
#

it happened! wooooooooo

grim fjord
stone pendant
#

Hey all. I want to try making a visual novel. Is Renpy hard to get into as someone with 0 programming experience or would I be better off getting a visual novel maker off steam or something?

frosty mantle
#

Renpy is actually the easiest way to go around when it comes to VNs. And Python is not that hard of a language for beginners.

fleet sun
#

If you don't want to code I guess you could use rpg maker.

lunar wharf
#

Rpg maxer XP was free on steam the other day, might still be

frosty mantle
#

Still free until February 19th

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Also wtf is this naming scheme? XP, MZ, MV, VX...

pulsar summit
#

when you try too hard to be roman but dont get it

fleet sun
#

If you want to make a visual novel with rpg maker xp (quick tutorial):
In the database (it's left to the green play button) set the character graphics to none, close the window ---> create an event anywhere (make sure you have the right layer, it's right to the red X button), set the event trigger to parallel process (so it runs as soon as it can), create a new event command, you will only need to work with the first and second page, in the second page click show picture each number will represent an image and you will have to delete them later, also erase the event itself after you don't use it so it doesn't run again, you could also use different rooms or the same room with events triggered by switches or variables.
You can use show text and show choices for the dialogue obviously.
Lastly, you need to add your images to the materials (it's beside the database), in pictures you import any image and you are good to go.

stone pendant
#

Ty all. Ima try both renpy and rpg makerxp and see what I like better.

visual steeple
#

If you feel like taking a risk and playing around with an 'alpha' version of a godot extension, there is this template https://github.com/dialogic-godot/visual-novel-template which uses dialogic (https://dialogic-docs.coppolaemilio.com/) which looks like it is quite nice.

GitHub

Contribute to dialogic-godot/visual-novel-template development by creating an account on GitHub.

ripe summit
#

Dialogic is great. it works totally fine and is easily extensible. It doesn't have every feature... but if you also want to get into general game dev, i can totally recommend it

fresh siren
ember horizon
#

tfw cant find a placeholder slime sprite to use, but you realize vedal looks quite similar in color and shape

gray ferry
frosty mantle
short lion
#

This is so good, ty for sharing it CJ!! neuroHypers

frosty mantle
sullen wind
#

Huh, I thought Steam Audio was already open source. Unless it was just the SDK for linking the libraries.

frosty mantle
ripe summit
frosty mantle
#

I don't think that construct with 23 arguments is exactly clean, even without knowing that Zenject is already used.

#

Also, Unity .NET assemblies are not that far from the original code in structure, if not almost identical.

ripe summit
#

vampire survivors was a giant hit, created a whole new genre of games

frosty mantle
#

It doesn't mean that the codebase is perfect catSUS

ripe summit
#

the article says its something terrible and should be avoided.. but in real life it really didn't matter

frosty mantle
#

It is subjective anyway.

ripe summit
#

Danki all i'm saying is that the article shames them for their code structure...

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and that i don't like the article because of that.. since clean code doesn't matter as long as it works

frosty mantle
#

I'd say VS (and Undertale for that matter) are outliers. There are plenty of good games that were ruined by bad code.

ripe summit
#

Hmm which ones?

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i can't think of a single one

frosty mantle
#

PC port of Batman Arkham Knight, for example

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Every Battlefield game on release

ripe summit
#

Danki well... those are not exactly bad code structures...

#

those are just bad code

#

thats different

frosty mantle
#

I think those are interconnected in more than one way

ripe summit
#

we are talking about structuring the code for scalabilty

#

and ease of use

frosty mantle
#

Bad code practices produce bad code structure
Bad code structure produces bad code to support it

ripe summit
frosty mantle
#

That's why I am saying that those above are outliers.

ripe summit
#

i feel like the bad examples you gave are the outliers

#

not undertale and VS

unique pawn
#

Forgive me folks, I'm not a game dev so I'm ignorant about this for the most part.

I'd think, at least for games, that writing good code is overshadowed by higher priority tasks like art, sound and time to market?

#

I feel like those are the things that really matter in the eyes of a game dev trying to get their game played (thereby earning revenue).

ember trellis
unique pawn
#

For indies as well, there's also the pressure of fulfilling promises in a reasonable timeframe. Think it's just hard to emphasize on writing good code when livelihood is on the line

ember trellis
#

Also there is a reason why there are lot of different people working on games

ripe summit
#

annySipping a good game is a good game. thats all that matters.
if the code behind that game is garbage but it works perfectly fine, then thats all that matters

ripe summit
ember trellis
ripe summit
#

but again. the code structure is not at fault there. i can promise you that big studios have some of the cleanest code you will find in production.
And that just shows how irrelevant that is in reality. people can write bad clean code. but indie devs and such shouldn't take too much time from actually adding new stuff and try to make the cleanest code possible because it won't matter

ember trellis
ripe summit
#

but thats what i'm saying...

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this all started by me saying that the article linked shouldn't be taken serious

#

because it shamed Vampire survivors for having bad code structure

ember trellis
#

didn't even read the article

#

oh like that... i thought about buggy code

ripe summit
#

you can always have bugs. thats why the code structure isn't important

#

the only time its important is if you work with a ton of people and just want to make it easier to change things

ember trellis
#

It's just,
Bad code for me is the buggy code, rest is managable

#

You can always reverse engineer poorly written working code. If said code doesn't even do what it's supposed to, it's much worse

frosty mantle
ripe summit
frosty mantle
#

You're saying this like code itself and code structure are completely separate from each other.

#

One influences the other, they are not separate.

ripe summit
#

all i'm saying is that bad code structure does not alone result in bad games.
that indie devs shouldn't take time away from developing the game just to clean up the code because that wouldn't make much of a difference, if you feel like its slowing down your progress then sure, clean it up.
but you shouldn't have the mindset that you got to use dependency injections etc. to get a working game on market

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you can write the best game ever and have the worst code design.
you can write the worst game ever and have the best code design.

#

they are very much not dependant on eachother

frosty mantle
#

Well, if we look back to the article again, it would be disingenuous to talk about the code if we use a decompiled code. But, we can talk about the code structure, because it is pretty much the same even when decompiled in this case.

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Code structure influences your code in a big way. It practically changes how you write the same code with different structures. You cannot separate code structure from the code itself, it won't be the same.

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Yes, you cannot say that your code is shit entirely because you've structured it like that. But, at the same time, you could've structured your code differently and have a better code.

ripe summit
#

Danki maybe we should just stop discussing this... all i said is that the article is dumb. because it downplayed how good vampire survivors is despite its bad code structure

frosty mantle
#

Vampire Survivors is obviously a great game, and having a clean codebase has no weighing on whether a game is successful, and probably more times than not, prevents it.

Shrugeg

ripe summit
#

annytfLookUp where did it say that...

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maybe i missed it

frosty mantle
#

Third to last paragraph

ripe summit
#

ICANT the one paragraph i skimmed over

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i just felt like linking to that kind of article could lead to people thinking they need a clean code architecture annySipping even tho thats not true

frosty mantle
#

I assume it is a nightmare to support anyway catSUS

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I like to organize my code in a specific way, so when I refactor big stuff, I can just move the piece of code around, and it stays practically the same.

#

I can definitely say that my code structure defines how I write the code.

ripe summit
#

annySipping well ofcourse.. everyone has their preferred patterns and such how they like to write code. You just should work with how you think is the best for you instead of trying really hard to get "clean" code in the end

#

trying to force dependency injection and such into projects just because you heard its a good pattern, isn't a good choice on how to spend your time.

#

unless you want to try it out and learn why people use it. i mean like in games you want to finish basically, not side-projects and such

zealous oxide
ember horizon
#

i think one thing to keep in mind about clean code is that a lot of indie game devs dont really have a good sense to reign in the scale of their game. they kinda just pile on more and more crap they want to add into their game, and then it gets harder and harder to work with if you weren't keeping it organized. yes some very good games have come out with pretty garbage tier code, but similarly im sure many many people have given up on even launching their games because it became too spaghetti to fix before they reached a point worth releasing.

#

if you know the limits of what you plan to build, then you can absolutely cut some corners on organization. but if you don't, its always safer to keep things tidy

ripe summit
#

the issue with keeping things clean is that it also takes time and keeping it clean can lead to loosing motivation since you are doing lots of just cleaning instead of doing the fun part.
its a very important balance to keep, between spaghetti and clean code. either extreme has their downside

ember horizon
#

yea thats understandable

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im a bit of an outlier cuz i have more fun building the foundations of a game than i do finishing the actual game xD

ripe summit
#

i'm pretty similar tbh.. i like making systems to be used later on. like editor tools or similar instead of adding new features lol

#

i spend the last few days fixing the renderer/collision system and worked on editor exclusive features to make future development easier. instead of adding new items that i've been wanting to add the past few weeks

ember horizon
#

im actually running into the problem that now that i got all the base done, my motivation to make the game feel like a game is tanking LOL

ripe summit
#

classic tell that to my past 50 projects...

#

such a classic problem

ember horizon
#

half of why im allergic to finishing projects is my lack of skill in anything but coding i suppose

#

this projects kinda too big for me to sign on my current artist, hes good but hes relatively casual time investment-wise

ripe summit
#

one thing that makes me stay with a project is if there is a bigger goal with it. and also not doing too much at once, like not forcing yourself to work on it.
makes it less likely that you'll burn out from it. I've been working for the past 4 months on a project and i still got similar motivation to keep working on it

ember horizon
#

yea i can make games with garbage tier art and all, but it just doesnt feel the same when errybody running around as little rectangles like so

ripe summit
#

i mean.. even with those graphics you can totally get a good game feel going

ember horizon
#

i guess what im saying is, im happy to build the game and feel it out like this, but if i get to release i absoutely want proper graphics. but the possibility that i wont be able to find anyone to make said graphics makes me worry a bit that im wasting my time in that regard

ripe summit
#

LULE i can guarantee that you'll find someone willing to do the art...

ember horizon
#

i guess i should stop just trudging along building anything i can think of needing, and actually properly plan a little bit. cuz the reason im getting stuck i think is just that idk what the next step is. so some proper planning would likely help

ripe summit
#

mhm look at the website that i linked. in the "picking a genre" section it talks about exactly that

ember horizon
#

but what if im allergic to GDD 😎

#

🤮

ripe summit
#

annytfSmile then use github issues and just lay out all the features you want

#

or use a excel table

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or a txt file

#

or anything to write down your thoughts

gleaming temple
frosty mantle
proper palm
#

anyone have a switch pro controller?

mighty cliff
#

yes?

proper palm
#

i have a build of our game that i wanted to test with a switch pro and a playstation controller before uploading to itch

mighty cliff
#

im geussing you want me to test it?

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i also have playstation controllers btw

mighty cliff
#

or not

proper palm
#

sorry i forgot to reply!

#

i can send a build soon i'm almost done finishing some stuff up

languid dune
#

huh?

mighty cliff
#

I wont be able to test that soon
Soonest is in 12 hours.

#

If someone else with switch pro controller is available just send it to them

proper palm
#

Well "soon" for me is usually like a few days :))

unique pawn
#

knowing alex it could also be in the next 30 mins NeuroClueless

frosty mantle
mighty cliff
short lion
proper palm
mighty cliff
#

Im at school rn, sorry

#

I can in 9 hours

frosty mantle
frosty mantle
#

Oh god, stop teasing me

bright dome
#

this is nice

mighty cliff
#

these ui buttons dont work

#

selecting which one you want to press works, but not a single of the pro controller buttons activate these UI buttons

#

press any key to begin did work tho

proper palm
#

Does it work with the playstation controller?

mighty cliff
#

il check

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yep

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cconnecting the ps3 controller crashed the game lol

#

not really an isue relevant enough to fix tho

#

ye ps3 just straight up doesnt work

#

in game the movement and all works on all controllers

#

so ps4, 5 and pro controller

mighty cliff
#

also, just me or is that puzle difrent?

#

i did a small oepsie

#

welp, good game

#

i dont understand why people said it was difficult tho?

proper palm
#

the game jam version had some puzzles which were a bit unintuitive

mighty cliff
#

didnt have that much time to play in game jam

#

mostly played small games and worked on my own project

proper palm
mighty cliff
#

i think so

#

il restart it

#

yep, works, but again for switch not the buttons

proper palm
#

because usually its the south button

#

but switch reverses a and b

mighty cliff
#

on the switch console the right one

proper palm
mighty cliff
#

but im used to pressing bottom

#

you dont need to change it, ive played a lot of switch games that mimic playsation style

#

i guess for other people it would be more intuitive tho

proper palm
mighty cliff
#

okay

#

this works

#

almost got the rum :(

#

if anyone else needs to test if controllers work just ping me

#

got food so bye

proper palm
#

@mighty cliff thanks for helping!

mighty cliff
#

no prob

#

im the dude that made the 3d game that got flagged as a virus btw

proper palm
#

Yeah I know

green adder
proper palm
#

it was for the game jam

green adder
#

OK i might understand...

mighty cliff
#

i am developing a fan game

crimson latch
tiny laurel
mighty cliff
#

i dont think so

#

maybe, depends on how low your standarts are

#

bad performance is a recording problem

#

otherwise it runs at 400 fps

#

all the assets are stolen from google cuz im poor

#

this is programed in my own engine with pyOpenGL

#

assets are .obj and .gltf, planning on making everything gltf in the future but no need to rn

#

i yap a lot in programming channel

tiny laurel
#

Tutel simulator game like goat simulator

mighty cliff
#

after skeletal animations decide to work (ive been trying to make the for 2 weeks) il give guns

#

gonna put evil on a turret

mighty cliff
#

open world will be hard for the python

tiny laurel
eager pivot