#2023-game-jam
1 messages · Page 15 of 1
weak
uhhh
xdx
I may have spent too much time on that game
also
who want acces as contrib
everybody
who knows
maybe one memory will be a top down rpg style :P
everything is possible
Not joining (have my own Neuro project), but just curious, what are you making 
I hope the top rated game jam devs also get a "Distinguished Game Dev" role on this server

The real prizes were the friends we made along the way
YOU .... actually yeah
everyone became much closer when itch died
true
me omw to artificially increase project size
oh shi
unity has vs
i never knew that
I could have artificially changed my project size by converting music from mp3 to wav, so the music would loop better
would have increased total size from 29MB to around 80MB
my 0.7mbps upload speed would cry tho
what about rpgmaker?
it ezz what it ezz
wait WHAT
the "privileges" of living in the middle of nowhere
there was once a time where I through streaming would be cool 
yeah na mate
and that's why I have 600+ youtube videos instead
do you have dsl?
I have no idea what that means
but I think so
the best part is, there's a fiberoptic cable that has the best internet connection capacity nearby
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
haha
fiberoptic will come to my house approx march
Me and lightmax spending a whole year just to make a Vedal sadge game?
Ok how do I help
I can do some sfx, writing, and music
We need a separate place to talk about this 
I know what your taking about
Looks good 
nice 

now time to add every plattform imaginable
because why notr
nice
Actually got the animations into player character
Basically a full game at this point
Now just add 5 maps with monsters and puzzles
If I can I'll make it more like vampire survivors
Neuro v viewers
vs this to begin with

haha
YOOOOOOOOOOOO IT FINALLY FINISHED
now to add smackos
uh unity
nobody gives a fuck about visionOS
@tiny laurel think this is all we need?
also
@tiny laurel whats ur github name?
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
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
Erm, are you going to have obstacles?
Possibly in the future, right now i'm trying to learn the basics
I don’t have a GitHub account, should I make one?
Assume we have no obstacles
var player = get_tree().get_first_node_in_group("player")
var dir = to_local(player.global_position).normalized()
velocity = dir * speed```
is the simplest thing you can do, assuming the enemy is a characterbody2d
to get the player node,
This assumes that the player belongs to the group player, and there is only one.
There is only one player yes, and that did work, thanks!
So just so i'm following
does the to_local mean that the enemy node gets the info?
Honestly it was pretty close to what I had already so I'm not completely out of it
yo dont have to
if you dotn want to go into the proj
So player.global_position holds the position of the player... relative to the root node ( I think ). Using to_local makes it so that the position vector is relative to the enemy instead
It makes a lot more sense after you've been reading stuff like it for an hour
I think I can draw a simple diagram... hopefully its correct and Im not dum
Oh don't worry, I understand most of the code and why it works
Next steps is probably something like:
- Player taking damage on collision
- Enemies not pushing eachother too much
- A way to fight back
- Enemy spawner
Shouldn't be too hard to figure out a couple of those though
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 
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
I tried so hard to make them just slide off.. but I think Godot 2D physics just doesn't work that well 
it ezzz godot
alex would have a fever dream with that
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.
I used unity a lot more, but I'm so conflicted with if people trust the company or not
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.
the ways that I've seen this being handled is reversing the velocity of the object if it's colliding with the wall, making it bounce of sort. I believe this this require looking into rigidbody (idk what it is called in Godot). Most of my experience is in Unity and Unreal so I can't help much in this situation with Godot
I felt that tho, Unity screw up pretty bad and took a heavy hit to their rep, even if they taken a step back
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
Btw the Neuro Adventure code is open source so if you want to yoink stuff from it feel free: https://github.com/KotgeDev/Neuro-Adventures
No gurantee though (my part of) the code will be any good, I just do whatever works. 
versions 1.1 without softlocking bugs and slightly better AI yipee
https://grimodello.itch.io/lostneverfound
You don't need chained if statements for these input actions
I would use the dict of actions and match to check against
I'm still very new so I don't really know what that means 
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
I'd have to check those out, could be something useful to keep in mind
Im assuming Run1 and Run2 are just mirrored versions of each other?
Yeah they are
I basically do
if character.velocity.x < 0:
sprite.flip_h = true
elif character.velocity.x > 0:
sprite.flip_h = false
Does that work for animated sprites as well?
(And play run / idle depending in whether abs( velocity ) is 0 or more)
Sounds like a more useful way to do what I did 
Unsure actually if they have a flip or not
The code is for Sprite2Ds
With AnimationPlayer2D to play the animations
They also have flip_h, so I guess it should also work?
I should probably check that out
I mean, if it works, it works
Optimization for the sake of optimization makes your life worse
most people don't optimize for the sake of optimizing
never optimize, bully your users into getting better devices instead

Write working code first. Then, if you see bottlenecks, fix them.
More experience you have, more "optimized" your code will be from the beginning.
you gain the experience of optimizing by optimizing
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...
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
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
||| code courtesy of the tf source leak |||
Music: Hall of the Mountain King
channel discord --- https://discord.gg/8TYgJhwA7S
channel patreon --- https://www.patreon.com/shounic
channel tracker --- https://trello.com/b/L3B65jUX
[ todo list / current progress on upcoming videos / channel roadmap ]
feedback --- https://forms.gle/bkuGF6attQrRPc6o...
Funnily enough, chained if statements are faster than a match in GDScript 
There is pattern matching available, so that's probably why
true
btw just curious, which rhythm manager did you use for Rhythmic Recovery, and do you recommend it?
(saw it in the assets list)
Just like the one jamer who optimised the time system. Smh, isn't like I agreed to do a calender for said system or anything.
But hey, I got days and months now
awesome, thanks for sharing! This being built on top of Timeline does sound handy.
ooo
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 
Also big thanks for this, I haven't made anything new yet, but I'm just reading through what you've made trying to understand what to do next 
Kenny is the GOAT 
https://thoseawesomeguys.com/prompts/
there are also these prompts
Godot is so cool
We don't need Alex and his Unity 
I'm a (traitorous) unity user but it's good to have competition
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
and other engines like Unreal are cool too for their own use cases
btw Unity is laying off 25% of their workers
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.
Oh yeah I saw that
I mean downsizing makes a lot of sense for them imo but it's not the first round of layoffs
i mean, i don't know why they had so many people to begin with, but still it's nothing good
Betrayer 
there is a reason for that
but if you want to change engine, look for unity to godot videos
it's same if you want godot to unity
Look, Godot will forever remain my main engine but for uni and stuff I need to learn Unity since no-one here uses Godot 
I didn't do godot but I'd recommend watching online step by step tutorials from the last few years for how to make simple games in Unity, and then learning more in-depth things from there.
tho you are going to get whiplash, cuz workflows are way different
Once again education fails the masses
good unity tutorials are from brackeys, sebastian lague and code monkey
on youtube
plus even if godot and unity are way different, knowledge from those unity tutorials can be used in godot sometimes
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
yeah, like from version unity 5
Bro the first game I made in Unity was a roll-a-ball tutorial in Javascript
Javascript isn't even supported in Unity anymore for the last 7 years 
Unity 5 seems so long ago now..
go back to godot 
This being said, I think Godot is becoming quite popular. Found a JP Godot book.
Sadly none yet in KR
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
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
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
I think that's part of it, but also Godot has improved a lot from what I heard in the last couple years
That being said I love editor scripting
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? 🤨
It's honestly a win-win, Godot gets an influx of users and Unity a reality check, both will get better for it
Yeah and let's be real, Unity really needs a reality check
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.
realistically i can tolerate both engines from purely a software perspective, but i would prefer gdscript over c#
that being said i don't like gdscript or c#
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
I guess you can't copy-paste the entire engine and call it something like "KotgeEngine" 
Anyone know what is the main difference? Like, are from what I've seen there are scene / node equivalents in Unity like prefabs 
or is this something like, ill just have to learn to figure out
https://github.com/godotengine/godot make superdot
MIT Licence BABYYYYYYYYY
bro i think github is having a stroke this is the second time i got a 500
dude
im honestly considering switching to the db destroyer
yeeaaaaaa
no
L!
l deez nuts

i love that no other server tech/admin removed all the question marks from the channel topic
time to ddos the neurosama mc server !!!! /j

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
🔗 Resources
Godot Game Engine https://godotengine.o...
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
That's super cute
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
Alex was right ahhhhhhhh I'm sorry Unity take me back 
yeah no you would be dead
wait a sec ...
are hacked clients allowed?
this is not the place to talk about the mc server 
Next Neuro-jam someone should make a minecraft clone 
And then turn it about a horror game like the first collab with Miyo
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
We had a terraria clone iirc
When Neuro was chasing her and saying "I'm sorry!" and hitting her 
I guess more like 2d minecraft then terraria
Very cool, might want to check it out. One of the 59 games I haven't played (yet)
anyway if you make 3d games I'd stick with unity, otherwise I'd use neither but godot between the two
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
roguelikes are pretty peak
I think that's fair. But also... I remember when that was what people said about Unreal - 3D with Unreal and 2D with Unity
times have changed
unreal if you want reallly really hi def and unity for everything else
i mean unreal is better than unity by far for 3d
and maybe it's just preference but using unity for 2d sucks imo
godot is way better for 2d in my opinion than unity
pretty real
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
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
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
almost real
unreal, even
ease of use plays a pretty large part
glad i didnt need github now cus of stuff 
personally as a solo developer i have never used github i just have a large flash drive 
Github? what's that? all my homies use gitlab
xdx

I host my own Gitlab 
Here you can checkout my creative writing exercises https://gitlab.legitcorp.com/Baa/pyaible
This is so weird I love it 
nice domain
Thanks
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 baseNodetype. - 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.
hmm i didn't quite catch what is so different about scenes? you can have multiple scenes loaded at once in Unity
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).
In Unity "Scene" is like different thing. You can either create Scene or Prefab. In Godot they are the same, there is not separated concept of "Scenes" like in Unity. You can make big Godot scene and just call it a "Level" or make a small one and call it a "Bullet".
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
var scene: PackedScene = preload("res://scenes/scene.tscn").instantiate()
add_child(scene)
This is a good read: https://docs.godotengine.org/en/stable/tutorials/best_practices/introduction_best_practices.html
This series is a collection of best practices to help you work efficiently with Godot. Godot allows for a great amount of flexibility in how you structure a project's codebase and break it down int...
You probably know this but..
For preload, the best practice is to preload to const variable and instantiate loaded scene after (in the runtime).
To load stuff in background/in runtime you can use load instead.
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.
Sometimes the pixel artist path is a lonely one. Don't you feel like you need a hug after pushing so many pixels? Maybe some encouraging words? When you need motivation you can ask to this little Aseprite plushie and you will get no answer, but its blushing look will make you hug it, and it will give you love in a silent and soft form.As an extr...
alex = win
This is what people see
But in reality it's Camimi win
The real puppetmaster of Alex's team xdx
Camimi, sadecsss and darthrael really carried with art and music
Which were our top categories
Yee, it's a rigged well deserved win
no but seriously you guys did a fantastic job
What was the toughest challenge for you / your team during development?
I was gonna write a full devlog about this but never got around to it
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
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
we haven't even decided if the game is gonna be a top down or side scroller 
damm
camilla really is bad at marketing XD
or wait
she is exactly what the game market does
Camimi doing that No Man's Sky style marketing
I can imagine though, pressure can be tough
yea
pulling through crunch like that must not be easy, even if you have a great team with you
Pressure ended up creating a diamond at the end though
Timezones be damned... We've lost 11 hours because people weren't online
Bro the amount of stress this caused me is unbelievable I get PTSD just thinking about it 
The rest of my team woke up 
honestly, working by myself for this game jam was definitely an experience as well, thanks goodness to all the assets the community provide
. I definitely want to look for a team if we ever do another game jam
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 
But... working as a team and having other people rely on you? 
And having a big streamer and all their audience relying on you?

Still, nice to work with people on something together 
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 
my social anxiety could never
i like ur website
You look like the kind of person to have a fedi profile, do you? 👀
Add me.. you know, if you want 
baa@mk.absturztau.be
thank you
. i don't do social media unfortunately
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
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 
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.
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"
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.
I kinda get that too, after all we're here because we're emotionally invested in Neuro and the Vedalverse
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
And sometimes you'd be surprised that a game you made and dislike might be enjoyed by others.
That's true, or that people enjoy your game for reasons you might have not expected
It's kind of like art.
Yeah, I'm really happy with how everyone interacted with one another in this jam. Really nice people (this is hindsight though)
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.
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
) 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 
Yep, was my first time working in Unreal

Fuckin Gigachad HOLY
I remember you and the others complaining about getting it installed 
I liked how Paccha thought she would have time to work on 2 projects at a time 

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 
(use recommended optics for your expected engagement range if you want to be more accurate)
Add an extra day of dev time to both model and implement it in unreal
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.
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 
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.)
Waking up to an hour left was freaking funny to see. I made sure to double check my submission while everyone panicked.
I did 0 work and still made it on the board 
it was part of the fun, im sure everyone enjoyed it
Surely 
She technically did 
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! 
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 
Godot 4.3 today? 
https://vxtwitter.com/YuriSizov/status/1745188930486411608
Damn, fantastic work everyone
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
This is the hide and seek game, right?
how are you planning to approach procedural generation - do you plan on constructing the level out of pre-made chunks or creating rooms and placing down random furniture? or something else?
Do you guys have somewhere to track updates? I would love to be up to date about the progress of your team's game.
Some time ago they changed release cycle and now it's always about ~3 months long:
- dev releases - adding new features
- feature freeze releases (alpha/beta/RC etc.); no new features, only debugging/fixing stuff
- stable-release
It's still far to 4.3-stable, this probably will be a 4.3-dev2 build which means.. new features!
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.
Oooooo, that looks really cool :D I love this kind of procedural generation more haha, keeps things more fresh
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.
That sounds awesome
would love to playtest it
I'll be sure to reach out once it's ready to playtest 
I'll look into adding a changelog on the itch.io page each time we update
There's a new version out now actually btw
4.3-dev2 has been out since yesterday on the godot-builds repository
A cool set of tools that I don't think the Godot team advertises enough include this page and the links at the top of the page. This page lets you see all of the various versions in great detail. https://godotengine.github.io/godot-interactive-changelog/#4.3-dev2
Builds are almost always published way before blog posts.
I like reading blog posts first to know what has been added, what is worth to test, what should be avoided and what can break.
I wonder, has anyone made a video of the summary of Neuro-sama Birthday Game Jam?
Anyone here want to draw sprites for Neuro for Pizza tower?

Did someone say #GodotEngine compact mode?
https://github.com/godotengine/godot/pull/87085 provides some groundwork and the first draft for the compact layout (but more work is expected in follow-ups!)
💖 82 🔁 10
Holy
whats the difference
Less useless spacing
yeah i saw the PR screenshots
i dont see any diffrence
Meantime passivestar:
https://fxtwitter.com/passivestar_/status/1745155295729356967
this actually feels nice to use
this is very nice
Lucas is such a gigachad
gotta say I'm a big fan of how easy it is to make editor tools in Godot ✨
the zen mode that I've been prototyping I'm not even registering as a plugin yet, it's just some scripts on a component that I drop in…
💖 80 🔁 9
I love tool keyword, it allows you for so much because a lot of stuff is just provided by the editor's API.
That's pretty
love editor scripting like that
tfw the Godot editor is actually a Godot game
Pirate Software runs his own Game Jam rn, and I've stumbled upon this gem:
https://docs.google.com/document/d/1Vl7BMvzUOhbunJrI_X1gUc6x-LAp3aaBiPwHUf27B70/edit#heading=h.lr899156xjnx
https://itch.io/jam/pirate is this his jam? 15 days 
Quite long
I have the urge to join... but then I have uni coming up soon and my own project (neuro adventures) I wish to finish 
Maybe I make something simple anyways. Always wanted to make a game based around the Swarm spreading.
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.
I love this
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
on the other hand, roguelikes!!
Also for what it counts, the Neuro-jam and the really positive experience rekindled my love for jams 
I'm having some wild ideas for an Evil birthday game
Gotta level up my Godot skills until then
genuinely can't wait to see what you cook
Same 
hehe
Well, still need to experiment with a few things, it's been ages since I last played with Godot, and I got rusty
just buy them in the store? i prefer fanta though
i want to
Gone already
naaooooooo9
I am trying to make a youtube collection to collect Neuro-sama Birthday Game Jam OSTs as well as playthrough videos, since it is very hard to find game jam videos by searching with "neuro-sama birthday game jam" keyword
https://www.youtube.com/playlist?list=PL8zZYwcPVhphv09A2Qd_86EzUk3Nn_HXX
Game Jam Link: https://itch.io/jam/neurosama-birthday-game-jam Neuro-sama Birthday Game Jam was hosted by Vedal and Alexejhero from December 29th to January ...
https://youtu.be/UlSkEOXcab8
Jammers go create games with brand new Blender Engine
Made with geometry nodes, see how: https://youtu.be/bF1R5-q6N9E
Music: "Tears of Grass Ancient Japanese Music" by ValentineSeasons
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.
(Although it's a tad modified from what it's like in-game)
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 ...
Blender Game Engine still exists, but as a fork
look up UPBGE
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...
it's already in the list, I believe
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
it aint drawing anything on the screen
the menu does work so idk whats wrong
menu:
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
gamemaker? 😄
cursed input system
There's move_and_collide if you didn't know
Hi
btw did anyone else find this bug?
movement tech 
Vedal never be ballin 
lmao speedrunning the game any%
vedal after he heard that there is not just Neuro, but also rum on the other side
correct but move_and_collide has weird collision properties so i just don't use it
move and collide is also slower than my method so there isn't really any reason to use it
2-3 times slower
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
I'm literally stuck in the @proper palm Game 😢
A little WIP for a Level Selection Menu 
numbers?
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)
Unsure why that is happening, since health is updated before the visuals
Oh unless you mean the visuals are only updated until after a hit
cookie is ok
The "shake" happens for both gaining and loosing health so I'll have to fix that
(Chicken Bake)
I should also add that
The "Say it back" is useless, after choosing this Vedal is slain by Neuro
Ok I think thats broken
Ill try replicating
It should increase damage in exchanging for Neuro wanting to be closer to you. But, since Neuro also deals damage to you, you have to make sure Neuro's blades are facing the other direction always.
Ok well I am really dumb
I'm updating the AI health visuals for both cookies and creggs

happens
Welp thanks for the finding. Fixed for next update.
Just realize the direction of both rum and blades are controlled by mouse
Maybe I should change cursor look so it looks like a target
this is true yes but since the world is grid based it always stops perfectly anyway
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.
btw I thing adding shadows would add a lot of visual depth
like just a circle on the bottom of the sprites
played around with animation a bit more
Looks good there a bit of a jump from frames to frame during the walking frames but it looks amazing
This channel is still open? 
New game jam incoming 
its a conspiracy
Keep Neuro games coming 
i think this is the single worst piece of code i have ever written
Early returns will make this code more bearable btw
Also there are some parts of the code that can be extracted to a variable
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
10-21 lines can be cut in half
avoiding indented if statements when possible is always (ok maybe not always) a good practice
no it definitely isn't a good practice in this case
for small one lines yeah but these are not small
just fell on my knees at a walmart
lmao
old code i never used constants 
ever
and i avoided using variables as much as possible
for some reason
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
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
this is so cool
*sad evil noises*
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)
Game scripts are not working in the editor (unless you add @tool directive that is)
Same for other stuff, like collisions and such
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
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.
i got a dumb game idea that i have no clue how to execute.... (still learning
)
yea..... uh
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);
}
}
}
}```
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
Adding some trails to Neuro's Lost and Found Kingdom as well as some other post jam fixes 
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?...
The video is nice too, as it goes into detail into the art of mapping actions to keys.
Post jam major update https://noobmcnoobly.itch.io/neural-ghost Would appreciate some feedback. Tutorial in description. Dev log below detailing some of the past two weeks.
where neur
Ill try it out in like 7 hrs when im back home 
I think there is a bug that causes the character run animation to continue playing even when the cahracter is not moving.
Is it the ghost moving toward a memory or the mind moving toward the shadow? They move very slowly if the target is far away. In any case, I see how it would seem broken... not sure how to improve that. 🤔
Did a tiny post jam update yesterday https://superobot1.itch.io/neuros-lost-and-found-kingdom mostly effects and minor improvements. Have some plans to flesh it out more with new content but idk if I should do that... or work on another neuro fan game sometime

this music is living rent free in my mind since the game jam xd
Same
😦
Tyyyyy I'll pass your kind words it to tieff
been listening to it a bunch since the jam, got the youtube version on a loop xddd https://www.youtube.com/watch?v=JePEa_YVZpc
Sorry for late response but there might a chance this issue is related to yours:
https://github.com/godotengine/godot/issues/82912
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
oh yeah I still need to do that
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
This is cool
petition to rename game-jam to game-dev
RIP, it was nice knowing you #2023-game-jam 
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
yes
gj
i am smashing my brain in trying to figure out why the FUCK tmp settext dosent support using strings
(Worked on = just copied a tutorial 😔 )
meanwhile its spossed to
just use vectores
I stopped working on my jam entry so... x.x
and howtf would vectors help with text
vector of chars
And chars you'll have to set
Via hex
and talking about original question
ask chatgpt or something
stackiesoverflowies
chatgpt makes bad reccomendations
Eh, i did a sememster of python coding with it
know that feeling and then I get sidetracked by my other stuff
still no sign of vedal returning, let alone game jam results huh
https://kotgedev.itch.io/neuro-adventures
I've done most of the fixes requested from the last playtesting, so would be nice if I can some feedback again.
Yeah boy

This is really good
Had like 20 FPS at the end
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)
Credits button doesn't apparently have a function yet
So it's not broken, the functionality just doesn't exist
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
Did you know there's a thread for this fangame, I put my feedback there for centralization purposes
Yeah maybe I'll post future feedback there 
vedal already decided the winner of the game jam is Quest through the Harrison Temple
||misinformation to summon||
^^
Do you played the Tekken 8?
Lol, Pirate Software's game jam had a secret $30k prize pool
let's hope vedal's game jam doesn't have a secret -$150m prize pool 
Actual prize pool: one french fry
it does, and vedal won it! congratulations vedal
Thanks for the feedback! I probably should reduce the amount of enemies in endgame again... the game always lags around that time
The game jam's real prize was tricking vedal into saying it back
Honestly, Neurotic to the Core won a special prize with that in my book.
Certainly was a prize for the cliipers 
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
Next jam theme - making a game based on this awesome art-piece in #mod-announcements 
whens the neuro gacha game coming 
hmm temptation but I promised my fren rinzai id be in his. maybe if there's one in march
your wallet after neuro gacha game:
what would you even gacha for?
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]
Cool. That just shows Neuro's new memory abilities.
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
If you missed it, Vedal said he'll mention the jam results in a future stream
#neurotic-neurons message
Maybe he’ll look at top ten for each category 
oh hype

He said "probably"
oh probably hype
It's over Neurobros... 
neurokill
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
Not canon 
im pretty sure i solved the issue by just physically placing the sprite lower so they would seem the same height
omg cute
Naaaw what a cute treated Nwero XD
gameplay: 0%
graphics: 0%
music: 0%
but
I have a
gotta make the rest of the game now I guess

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...
No Godot plugin. Pain
Shouldn't be too bad to re-implement on GDScript
No python plugin. Pain
there are already twitch plugins for godot and python. i think this one is just official
If it supports C# or C++ you can already use it with Godot.
not really, because it's using native engine libraries
This looks like a good workable alternative if just chat integration is good enough to meet your needs.
https://github.com/issork/gift
Starter Kit for Godot with CC0 assets
https://github.com/KenneyNL/Starter-Kit-Basic-Scene
Asprite is on sale for only 10 dolla
If you're into pixel art it's a very widely used tool
I was actually considering getting Asprite before the jam but ended up drawing my pixel art in Krita 
Piskel, free online sprite editor. A simple web-based tool for Spriting and Pixel art. Create pixel art, game sprites and animated GIFs. Free and open-source.
https://libresprite.github.io/ this is also good
This one is really nice 
Might be worthwhile posting about deals here in the future just to find out about great alternatives 
Going to try out all of them this weekend
Wasnt this like made in Godot. I think I saw it somewhere in a Godot forum
But I use aseprite
mainly because all the pixel art tutorials are in aseprite
Yep
ffs trello
Time spent simulating physics?
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.
There is a separate frame-independent loop that resolves internal physics.
Finally anyone know the difference between Physics Time and Physics 2D?
That makes sense, since there is a separate Physics Fram Time.
I suppose, it is just a separate profiler for 2D physics only
I got their other music bundle, pretty good music / sfx.
this was what i made for the game jam
this is what ive been working on since then
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)
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
so ye, wanted to update yall on what ive been doing
Is the game-jam going to be reoccurring or was it a one in done type of thing?
I hope so
me too
would love future game jams 
i hope so too, tho i would hope theyd be resolved quicker if so
The better question would be: are neuro streams a reoccurring thing or not 
(Joke)
I miss my lil goofy ball 
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
early sneak peek
it happened! wooooooooo
Aseprite is free if you compile it from source on github.
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?
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.
If you don't want to code I guess you could use rpg maker.
Rpg maxer XP was free on steam the other day, might still be
Still free until February 19th
RPG MAKER lets you create an original role-playing game without any prior specialized knowledge or training. RPG MAKER XP is full of the functions you've been asking for, including game data encryption and a scripting feature that lets you change the very heart of the RPG MAKER engine.
$2.49
920
Also wtf is this naming scheme? XP, MZ, MV, VX...
when you try too hard to be roman but dont get it
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.
Ty all. Ima try both renpy and rpg makerxp and see what I like better.
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.
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
https://steamcommunity.com/sharedfiles/filedetails/?id=3148612467 not sure if this should go here but I've made a Slay the Spire character mod of Neuro-Sama if anyone wants to check it out^^
tfw cant find a placeholder slime sprite to use, but you realize vedal looks quite similar in color and shape
Omg it's a reincarnated as a fridge crossover
This is so good, ty for sharing it CJ!! 
Huh, I thought Steam Audio was already open source. Unless it was just the SDK for linking the libraries.
Before I get into the source code and project structure of Vampire Survivors, I’ll explain how I got here.
honestly.. i don't like this article from reading through it just now.
Its not only using decompiled code so the actual work code structure is different, It also shows how not important clean code it. If it works and its a fun game noone will care how it looks behind the scene.
And yet this article shames them for not having a clean code base.
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.
but thats what i'm saying... its garbage code, really ugly. and yet it didn't matter
vampire survivors was a giant hit, created a whole new genre of games
It doesn't mean that the codebase is perfect 
the article says its something terrible and should be avoided.. but in real life it really didn't matter
It is subjective anyway.
all i'm saying is that the article shames them for their code structure...
and that i don't like the article because of that.. since clean code doesn't matter as long as it works
I'd say VS (and Undertale for that matter) are outliers. There are plenty of good games that were ruined by bad code.
well... those are not exactly bad code structures...
those are just bad code
thats different
I think those are interconnected in more than one way
Bad code practices produce bad code structure
Bad code structure produces bad code to support it
eh.. i would actually dissagree. especially for the pc port of arkham knight.. they just did a terrible job. you can't say bad code is bad because a single company screwed up
That's why I am saying that those above are outliers.
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).
You can make the best looking world, characters, story might be one of the kind
If you game doesn't launch, nobody cares
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
Also there is a reason why there are lot of different people working on games
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
there are many examples of very good games by a single person. latest example Lethal Company
And at the same time, there are plenty of games with hundreds people working on it, getting flopped just because it runs like shit
But i guess mostly it's due to original design from exec managers that ruin games
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
it's not about clean code but rather good code. Nobody sees clean code (with exceptions i guess), but good/bad is instantly noticable

but thats what i'm saying...
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
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
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
I remember how one of the higher-up engineers for Halo Infinite said that their engine was a piece of shit with tons of fuckery just to make it work. Cannot find the source, actually.
but that would again proof my point no?
You're saying this like code itself and code structure are completely separate from each other.
One influences the other, they are not separate.
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
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
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.
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.
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.
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
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.

Third to last paragraph
the one paragraph i skimmed over
i just felt like linking to that kind of article could lead to people thinking they need a clean code architecture
even tho thats not true
I assume it is a nightmare to support anyway 
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.
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
20 layers of abstraction is a requirement
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
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
yea thats understandable
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
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
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
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
you don't need much else than that... i recommend maybe reading through this site: https://develop.games
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
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
i mean.. even with those graphics you can totally get a good game feel going
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
i can guarantee that you'll find someone willing to do the art...
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
look at the website that i linked. in the "picking a genre" section it talks about exactly that
then use github issues and just lay out all the features you want
or use a excel table
or a txt file
or anything to write down your thoughts

a pixel art upscaling algorithm for clean rotations
anyone have a switch pro controller?
yes?
i have a build of our game that i wanted to test with a switch pro and a playstation controller before uploading to itch
or not
sorry i forgot to reply!
i can send a build soon i'm almost done finishing some stuff up
huh?
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
Well "soon" for me is usually like a few days :))
knowing alex it could also be in the next 30 mins 
Grab assets worth of $20 for FREE
https://kenney.itch.io/kenney-game-assets (only today)
good, cuz i forgot
Thanks my dude
Used this one for the jam, it's great 
are you still able to help? :)
i have a build here, i just wanted to make sure that the input prompts appear for ps/switchpro controllers and that the buttons work
Oh god, stop teasing me
this is nice
Il get on it
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
Does it work with the playstation controller?
il check
yep
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
this puzzle is pretty easy now that you can just press x and O at the same time
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?
the game jam version had some puzzles which were a bit unintuitive
didnt have that much time to play in game jam
mostly played small games and worked on my own project
does the pause menu work?
so for switch which button would you normally use to click a menu item?
because usually its the south button
but switch reverses a and b
on the switch console the right one

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
@mighty cliff can you please see if this works with the switch controller?
okay
this works
almost got the rum :(
if anyone else needs to test if controllers work just ping me
got food so bye
@mighty cliff thanks for helping!
Yeah I know
Are you developing a fan game ?
it was for the game jam
OK i might understand...
i am developing a fan game
i dont think so
maybe, depends on how low your standarts are
this is ow it looks currently
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
Tutel simulator game like goat simulator
after skeletal animations decide to work (ive been trying to make the for 2 weeks) il give guns
gonna put evil on a turret
im not thinking of going that direction but mayhaps in the future
open world will be hard for the python







which ones?
where did it say that...
tell that to my past 50 projects...