#2024-game-jam
1 messages · Page 29 of 1
uuuuhhhh
It builds on the consoles?
HAHHA
guys, we all know python is the best language for game-dev.
i mean im using it and im great, so python is great too
its basically just an update of the discontinued XNA framework
Without ever having used it before, I would say: you probably won't end up with a HUGE game like when you use a normal engine
Also never heard of it 
basically, you'll have to make your own ECS and all
its not really a better solution, I'm just saying shit to get a discussion starting haha
Isn't that a given with frameworks? I also had to do that with LÖVE2D
if you do everything yourself you will never have issues with it cuz you know how it works
until you forget how you made it
documentation
Jokes on you, I can barely read my code after a few weeks
these days documentation can be done so easily though
did you know if you copy paste your code into chat gpt and say, document this, it can be pretty accurate
People make documentations for their own code?
hmmm, interesting
I would expect comments but not full documentations
Unless we're really still on the concept of making your engine with a framework
In that case, fair
public class CustomGrid<T> : ICustomGrid<T>
{
private readonly T[,] grid;
public int Width { get; }
public int Height { get; }
public CustomGrid(int width, int height)
{
Width = width;
Height = height;
grid = new T[width, height];
}
public T GetValue(int x, int y)
{
if (!IsInBounds(x, y))
{
throw new ArgumentOutOfRangeException($"Position ({x}, {y}) is out of bounds.");
}
return grid[x, y];
}
public void SetValue(int x, int y, T value)
{
if (!IsInBounds(x, y))
{
throw new ArgumentOutOfRangeException($"Position ({x}, {y}) is out of bounds.");
}
grid[x, y] = value;
}
public bool IsInBounds(int x, int y)
{
return x >= 0 && x < Width && y >= 0 && y < Height;
}
public IEnumerable<(int x, int y)> GetAllPositions()
{
for (int x = 0; x < Width; x++)
{
for (int y = 0; y < Height; y++)
{
yield return (x, y);
}
}
}
}
example I throw this into chat gpt
wait its still writing
imo just use variable names that are understandable
/// <summary>
/// Represents a generic 2D grid implementation that allows storing and accessing values of type <typeparamref name="T"/>.
/// </summary>
/// <typeparam name="T">The type of elements to store in the grid.</typeparam>
public class CustomGrid<T> : ICustomGrid<T>
{
private readonly T[,] grid;
/// <summary>
/// Gets the width of the grid (number of columns).
/// </summary>
public int Width { get; }
/// <summary>
/// Gets the height of the grid (number of rows).
/// </summary>
public int Height { get; }
/// <summary>
/// Initializes a new instance of the <see cref="CustomGrid{T}"/> class with the specified width and height.
/// </summary>
/// <param name="width">The width of the grid.</param>
/// <param name="height">The height of the grid.</param>
/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="width"/> or <paramref name="height"/> is less than or equal to zero.</exception>
public CustomGrid(int width, int height)
{
if (width <= 0) throw new ArgumentOutOfRangeException(nameof(width), "Width must be greater than zero.");
if (height <= 0) throw new ArgumentOutOfRangeException(nameof(height), "Height must be greater than zero.");
Width = width;
Height = height;
grid = new T[width, height];
}
/// <summary>
/// Gets the value at the specified grid position.
/// </summary>
/// <param name="x">The x-coordinate (column index).</param>
/// <param name="y">The y-coordinate (row index).</param>
/// <returns>The value at the specified position.</returns>
/// <exception cref="ArgumentOutOfRangeException">Thrown when the position is out of bounds.</exception>
public T GetValue(int x, int y)
{
if (!IsInBounds(x, y))
{
throw new ArgumentOutOfRangeException($"Position ({x}, {y}) is out of bounds.");
}
return grid[x, y];
}
/// <summary>
/// Sets the value at the specified grid position.
/// </summary>
/// <param name="x">The x-coordinate (column index).</param>
/// <param name="y">The y-coordinate (row index).</param>
/// <param name="value">The value to set.</param>
/// <exception cref="ArgumentOutOfRangeException">Thrown when the position is out of bounds.</exception>
public void SetValue(int x, int y, T value)
{
if (!IsInBounds(x, y))
{
throw new ArgumentOutOfRangeException($"Position ({x}, {y}) is out of bounds.");
}
grid[x, y] = value;
}
/// <summary>
/// Determines whether the specified position is within the bounds of the grid.
/// </summary>
/// <param name="x">The x-coordinate (column index).</param>
/// <param name="y">The y-coordinate (row index).</param>
/// <returns><c>true</c> if the position is within bounds; otherwise, <c>false</c>.</returns>
public bool IsInBounds(int x, int y)
{
return x >= 0 && x < Width && y >= 0 && y < Height;
}
/// <summary>
/// Retrieves all valid positions in the grid as a sequence of (x, y) tuples.
/// </summary>
/// <returns>An <see cref="IEnumerable{T}"/> of all positions in the grid.</returns>
public IEnumerable<(int x, int y)> GetAllPositions()
{
for (int x = 0; x < Width; x++)
{
for (int y = 0; y < Height; y++)
{
yield return (x, y);
}
}
}
}
Ah yeah okay, the documentation IS comments
I mean you can have a separate documentation outside of this, but you wouldn't really do that for smaller projects
I'm gonna be honest and say I probably wouldn't do it for big projects either
when you have to manage a team bigger than 6 programmers, you'll definitely be doing it imho
in fact, a huge chunk before coding is documentation
Probably
just use good variable names and you will never need a lot of comments.
i dont have to explain how this code from our game-jam game works for yall to understand what it does.
it puts the entities in the entitygrid
I would say that I may soon have a college project where we're gonna have big teams but I know damn well we will try to be organized and somehow completely fail
what I notice is that alot of times different people touching a project might not see an "apparent" naming as I think, so I mostly just comment out of practice these days
it'll be fun to see the chaos haha
Fun to see, probably not to go through lmao
the key to being organized in my experience is to put everyone in charge of their own stuff, but make them report their progress every once in a while
honestly though, the most important thing is to comment on the interface level
also, its handy to have 2 leads that are on the same page so progress doesnt halt when you're not available
Though to be fair, we've managed to make a whole game prototype in 2 months during the last summer with a team of 6 programmers, 3-4 artists and 2 business students
There was some difficult moments (merge conflicts, mostly) but between the programmers, it didn't go too bad? I think we were organized well enough on that side
We barely did anything the last week of work because we kinda already had everything we wanted working
especially when you just throw them into a room and they've never worked together before
havent really had much issues with that myself since i was the ony one doing programming in our team of 8
Really depends on how well the tasks are handed
I remember on the first day working on something only to realize someone else was already doing it, whoops
when we started the game-jam we quite clearly devided the tasks so everybody knew whart they needed to do
iggly does lyrics
sam does programming
superbox does RVC
etc.....
I generally don't work with others a lot so getting used to a team can be hard for me
But I definitely want to make or be part of a team for the next game jam
Through this game jam and my deltarune fangame, I've noticed it's nice to have other people to work with, especially when they have skills I don't have. Surprising, I know
And I also want have the team sure before the beginning of the game jam, I'm very thankful to the artist who have made the art for Stream of Memories but I wish I had made the team earlier so that it felt like everyone had participated in the pre-making of the game if that makes sense?
Though a part of me also want to just be better at art and music to handle it myself lmao
last year i came into neurocord right before the game-jam strarted and participated
i didnt get a very high score but it was fun and wanted to improve my programming and stay in the server for the community
that happens over time
cuz of that i made friends with the people in #programming and a lot of those became my teammates for this year
draw an hour a day, play an instrument an hour a day
I don't really do the instrument part but I at least draw from time to time
Being bored in class payed off in a way
@tacit wasp don't force yourself to draw fwiw,
Just sketch when you wanna enjoy yourself doing so
I don't, don't worry. I just draw whenever I feel like it
I'm not organized enough to force myself to stick to a schedule anyway
The only time I'm really "forced" is when I make Deltarune fangames as I need to make the pixel art but it's pretty cool too
And that's how we ended up with a full on duet original song for our game jam game
https://www.youtube.com/watch?v=3z3aC-1MGoE someone has to make a game using these weird portals
I visualized other very strange portals, most of which was discovered by a professional mathematicians.
Chapters:
00:00 - Cylindrical portal
01:34 - Intro
02:02 - Mobius strip
04:31 - Mobius monoportal
05:17 - Hopf link
05:43 - Trefoil knot
13:11 - Other portals
14:18 - Outro
Links:
[1] - https://youtu.be/1zgBwQVr-wI - video about ...
ive always found the "moving portal problem" so fucking stupid
einstein is FAMOUS for the theory of relativity
the portal moving towards object A is the same as object A moving towards the portal
why do people no understand?
they're all morons
i know this has nothing to do with the video, but i was going insane
that does show up in the first portal video he made
I've seen every video in this series so far. Another one to watch.

aight, imma watch it
Man I love the second eps ||ultra cursed 3 way portals||
obviously if you slide a portal carefully onto an object the object will be sucked into the portal. if you do it non carefully it may be crushed and also if you stop the portal abruptly the object may be torn in half.
why would it be sucked into the portel?
consider the other side, which is a stationary portal. the part of the object emerging from that side doesn’t “know about” the portal, but it has a velocity. so it must be dragging the other side in
if you slow down the moving portal you would notice that the object still wants to pop into the portal
true
setting a portal to a velocity is like setting a partition of the whole universe to that velocity so if you do it violently the effective force you put on an object might be a lot
true
that is indeed how it would work, in my headcanon atleast
i kinda want to make a physics engine based around this now, but im busy so cant
There is a github where all the code exists at least 
Is there anyone else I am missing?
goodluck for these are the only that i know of 
Vedal
I have no idea how to make alex in that style but he will have a role in the game
True, instead of comments or docs just make your code readable lol
Though for big projects it's nice to know which part do what
Someone has to make a game with non-Neurclidean geometry
Actually relativity was even in Newton's laws and Galilean invariance, Einstein kinda just upgraded that.
Just black sprite with white outline 
Also no idea if you're missing anything
I just realized why his videos were so familiar, it's cuz I saw them a long time ago in different language
I know some, not necessary non-euclidean: 4d miner its like minecraft but in 4 dimensions, fractal block world its a 3d shooter/exploration game in the fractal world
i love the thick russian accent
I meant like in the Neuroverse
I think his mother language might be russian (these things are like 5 years old on his russian channel)
yeah it seems like it from the video
there is russian in the screenshots he shows
but his hometown is in kazakhstan
well the first one is 5 years old and last is 11 month old
yea but there are many speakers of russians too I think
kazakhstan is post soviet and allied with russia so there are still lots of russian speakers there
like it's my first lang too even though I'm not from russia
yeah
i can only think of a small part of ukraine or belarus that would commonly have russian first language speakers
not so many ppl know about baltics xd
There also some parts in baltic countries that have towns that primarily speak russian
i thought the entirety of baltics refuses to speak or teach russian?
probably the most russophobic geopolitical area i know
kinda offtopic tho
I mean u r not that wrong but like there are so many ppl who are native russians that live here for generations
i remember being in estonia in 2017 and some older people spoke russian there
had to be 40 or over tho
I'm not 100% sure but I think in eastern part of Latvia amount of native russians is higher than amount of native latvians
like here's graph from Wikipedia that is over 12 years old... Not the best source but ig it kinda works
fair
tutel?
Anyone know how I change the property of an existing theme programatically in Godot?
In theory, you can modify or replace Control.theme, which is documented here: https://docs.godotengine.org/en/stable/classes/class_theme.html
In practice, this simply refused to work for me
However, the Control.add_theme_xxxx_override functions worked: https://docs.godotengine.org/en/stable/classes/class_control.html
Inherits: Resource< RefCounted< Object A resource used for styling/skinning Control s and Window s. Description: A resource used for styling/skinning Control and Window nodes. While individual cont...
Inherits: CanvasItem< Node< Object Inherited By: BaseButton, ColorRect, Container, GraphEdit, ItemList, Label, LineEdit, MenuBar, NinePatchRect, Panel, Range, ReferenceRect, RichTextLabel, Separato...
thanks 
I should do animations for them now 

Pro tip: Do NOT impatiently upgrade to the new still-in-development Godot beta mid-project 
It's all fun and games with the new typed dictionaries and embedded game window until you get a game crash with no errors..
cya dude
Was wrong channel😭

I would be really careful with unstable godot versions, the newest dev version had completly broken signals after export lol
that made me choose the latest stable version for gamejam
u guys recommend godot for c++ beginner dev ? to test myself ? i got decent c++ knowledge and im familiar w blender
if you are planning on using c++, I would advise against using godot, godot works well with gdscript(python like custom godot scirpting language) and c#, you can use other languages like c++ but they are best used only for things that require high performance
the beta release is much more stable than the dev releases, but yes, upgrading any project mid development isn't a good idea lol
Godot is built with c++, so even though gdscript is much more high level, you might adapt to it faster than you'd think. Plus you can put your c++ to work and make some high performance plugins
I wouldn't advise against trying something new, but it's definitely not a c++ like experience
It's not something I would recommend to a "beginner c++ dev"
oh I didn't notice the beginner part lol
I think using some graphics api would be better for learning c++, i've used SDL myself
still, godot can be very beginner friendly. though if you're just getting familiar with c++ it might not be so smooth
I think main programming language in unreal besides schematics is c++
Oh is it? Unreal could be a good choice
I wanna try unreal at some point but downloading it on linux is a chore
Managed to fix it, it was a simple error index-out-of-bounds I just didn't know what it was since it crashed without erroring 😅
even Unity is built with c++ tbh
afaik, most of the most popular Game Engines being used are built from c++
which doesn't mean c++ easy is to use with them
I think unity doesn't support c++ at all, and godot is pretty cumbersome with c++
it's good in unreal I think, but I've never used it, so idk
Yeah Unity doesn't support C++, only C#
And one thing I recently learn about Unreal is that apparently, if you have a crash on the C++ layer, the whole engine crashes
I haven't used C++ in Unreal yet so I can't tell if it's true
this makes alot of sense
never touched unreal in my life, what else does one use if not C++
Blueprint, block based programming
I've been using it for a week and I hate it lmao
I just get lost when there's more than 10 blocks all linked to each other everywhere, feel like you're looking at a colored web
Did some modding in Unreal at one point, hate how you have to put effort into organizing stuff, and then something breaks and you have to look at this nonsense and try to figure out what the hell is happening
Exactly, I can't wait to go on the C++ side
The whole engine might crash every time I miss a semi-colon but at least it will somehow feel easier to look for things 
Because it was modding, I couldn't really use the Unreal debugging tools either, so best I could do was stick every variable into a print statement, and then you end up with this...
What the hell
I hate the fact every unreal game looks like an unreal game
That's a skill issue tbh, one needs to go adjust the post processing and maybe even the shaders for ones needs
Unreal default settings is configured well enough that people don't bother I guess
holy fuck
what in gods name
all unreal devs have skill issue
im with jace on this, people dont fuck with unreal's shaders enough
the unreal engine shaders are honestly not that great
they look good but they're so poorly optimized its insane
nanite brings more bad than good, same with lumen
i always enjoy seeing people somehow make games inexplicably gorgeous on engines really not meant to be pulling it off though
ive been meaning to learn python
i see it get so much use
im not entirely sure why its so popular
its easy, its quick, and its free
elaborate
no memory management, making the coding quick
and the syntax is easy
it can easily be slower than compiled programs tho
had to really squeeze to get that 2500fps.
im plannig on making this game engine handle more than 10x the amount of objects drawn in the picture, so it needs the fast
not rtx level just yet, hmm
thats fair, i guess im not deep enough into programming to see the value in this yet
the main advantage is you ust dont have to worry about it
its not that difficult to just delete a variable or whatever after you dont need it anymore, for memory usage optimization or whatever.
but for a quick and dirty proof of concept, or you just cant be bothered to do it, its nice
no memory leaks either
"or whatever" twice in the same scentence, i should improve my vocab
Yea I think so too I saw an interview with dev doin outsourcing and he said in one company only 2-3 people knew c++ and how to work with it in ue
thats cool
in a company of what size?
i need to study this in general tho, i havent had to focus on optimisation yet
on the backburner, shaders are the goal currently
Im always confused when people talk about shaders
Cuz what im thinking of is openGL shaders
i also dont know anything about that, im kinda just brain empty when it comes to shaders
its so different from anything im used to
What i see being refered to as a shader ussualy i my eyes doesnt look like one
I rewatched the moment he didn’t specify the size but he had experience of working on aa and aaa games so somewhere along those ranges
¯_(ツ)_/¯
cuz like 2/10 employees are devs/engineers
thats not that bad
2/100
aggressively bad
Also just many people with a lot of experience just leave the major companies cos the work conditions arent greatest and going either indie or make their own studios
I wonder, Did the top game get the lava lamp? 😮
Yea
Also i really sad that almost every company now drops their engines and just uses unreal instead
pub was third
The timeless artifact was 1st
https://eeeri.itch.io/the-timeless-artifact
Pub was 3rd
i just checked yeah
yes, im pretty sure
i still always think its funny when studios use some engine in a way that makes like
no sense for it
favourite being titanfall 2 running on source
titanfall 2, very nice looking game, big wide outdoor environments
source.
i guess apex legends too but im a titanfall 2 player who is salty apex got all the attention
Idk i think source is pretty good for making an fps has a lot of buildin features but more work on graphics also did they made their own lever editor or they used god awful hammer
no i mean for the game mechanics
source makes a lot of sense
graphically
jesus fuck they needed to go hard
its a heavily modified source engine
oh i remembered Vampires the masquerade was made in source too and the worst part they were developing along side half life 2 so engine constantly was updated and had bad documentation
im a bit too young for that admittedly
i love seeing how some engines have developed over the years tho
like RV2 - RV3 - Enfusion
didnt hear about it 😅
its DayZ
and ArmA
arma 2 i think ran on RV3
actually not rv2
which is where the dayz mod came from
dayz standalone i think was RV3 as well
but moved to enfusion
arma 3 is RV4
and arma reforger is enfusion
enfusion
I see, cool didnt really thought about on what engine those game run new images look really good
RV3
its super interesting to me personally cuz you can play the same game on both engines technically
its the source of some cool games too tbf
DayZ and PUBG were the big ones
arma will likely never move to an engine like unreal or unity tho
their needs are way too specialised
Yea but also just rewriting most of the thing isnt great even if you do a sequel on the same engine you could more easily reuse code and assets
in all fairness
the game is from 2013 lol, with an engine from 2009
dayz uses a bastard engine
atm
it never fully moved to what they would call enfusion
just has its rendering pipeline iirc
True some times it doesnt really make sense to update the game/engine if its really old. For example bethesda with their creation engine that still has element that go way back to 2000
do think its cool tho still
watching the engines develop
probably the most interesting engine to me is the dagor engine tho
its weirdly optimised
its optimised when really feels like it should run like shit
Yea but some of its limitations are becoming really unbearable like the loading time and how much is world divided in little segments
huh
I was talking about creation engine and starfield especially it not that great to go through a loading screen so often most of the interiors are behind a loading screen and with the whole space travel is just pick a place and go to a loading screen
I didn't play any bethesda games either, but I watched the famous "1001 glitches of fallout 76", damn, that's a good engine
The funny part i think is that they have a sub company that made them an mmo already TESO and they could of tasked them with it but no we will use old ass engine that was never meant to be used for multiplayer games
i looked up the games list and nope never played a bethesda game
I think they used creation engine because they couldn't copy+paste fallout in to TESO engine, maybe?

can you even use c++ outside of writing plugins? (or, modifying the source code I guess)
I guess there's probably plugins that let you
I looked it up and i think you can compile your c++ code into a dll import it into unity and use it in runtime
But its not that usefull outside of making a very performant algorithm or something like that
oh I meant for godot, that is interesting though
oh ok then i didnt worked with godot but i know some projects that use mostly c++ for logic but i think it required a plugin
Shameless plug, update 2.1: added 4 new levels and fixed most of the bugs
https://ishinada.itch.io/neuro-wars
How do you define "use"? For hobby? For work? Or which one is my favorite?
Hai
both work and hobby
I voted as "for this gamejam"
its multible choise
thats fine too

ello
i like using scratch even with it's downsides
Damn, that's a lot of Godot users
rpg maker mv 
i guess a lot of people went to godot and never came back after the money thingy
forgot about that one
i put other there just in case
there is RPG Maker MZ that is I think literally upgraded version of it
Reject modernity, embrace rpg maker 2000
reject modernity, embrace coding the game-engine yourself
godot sweep, love to see it
ive been researching how to do shadows, to improve my game-engine
you apparently have to do a seperate render from each light source's pov to make them

since it only uses a depth buffer and it doesnt need to be full-res it wont half the framerate
but it will definitly hurt performance
im still in the research phase tho, im too busy to implement rn
Looks like Layna got a last minute schedule change, I wonder what happened

isnt 1 a mod of the other
it used to be before turning into a standalone game
say, what even would make thematic weapons for neuro to use? evil's thing is very clearly harpoons, but I feel like my current ideas of what neuro would use are a bit generic
emotional manipulation
The Swarm
for me i went with bombs(keep talking and dont explode) but i think cookie healer or electric shocks(shock collar) could also work
cookie healer? does that mean like healing people by giving them cookies?
yep, it can even be like more than just cookies tho, it can also have the dirt thing layna cooked(deals damage? debuff? dunno) or anything sweets related(i think i remember neuro saying her hobby is baking) and these can be used on allies and enemies
dunno, just a suggestion, if the swarm is not part of the unit list i think swarm is neuro's best weapon
no worries i do like the idea, just wanted to make sure i understood properly
what's up with the vedal's choice result category
hmm I wonder
In a couple months maybe Vedal will wake up from his coma and remember the jam long enough to play a couple, then we'll get his choice
I don't think that will ever happen


He already played the top games and gave the prize to the winner
That category was there in case he wanted to do something different
Keep the polls coming
They cant close the channel while we have a poll
Right?


who was the winner? i wasnt paying attention
Poll ideas:
what art program do you use?
What music/sound program do you use?
What team size do you usually work in?
What part of game development do you do?
What kind of genre of games do you make?
timeless artifact iirc
- Aseprite, GIMP & Krita
- Audacity
- Solo
- Everything !
- Anything !
- GIMP
- Audacity (recording only) / UVR / Apolio
- Solo
- Anything I have and haven't done

- No real game projects yet
- Krita/Blender
- Audacity / Reaper (don't have much skill in it)
- Solo
- Yes
- Shooter
1.MS Paint
3.1
4.
5.Turn based RPGs
what up
I assume "Apollo" is a typo of "Applio"
Autocorrect was fighting me on that
Makes sense
Everyone won cuz participation is what matters the most 
True 
- Paint 3D
- Online Sequencer
- Duo, me and AI
- Everything usually
- Whatever I'm capable of and interested in
I mean it's like paint but better
All our game's 3D model textures were made with blenders texture editor actually
At least it's not as scuffed as the mess that was our audio chain
- Scratch editor
- none
- Solo
- All except music/sound
- Strategy war games + 2d run and gun shooters
- MagicaVoxel, Aseprite, Inkscape for some editing
- Usually team up with a composer so 2
- Turn based & resource management
- All except music
- Usually turn based & resource management
Paint.net and Aseprite
LMMS
Generally solo until I can't.
Yes
Anything I feel like making
Aseprite&Krita
Ask others to make for me 
Solo-9
Art & Dev
Rogue-likes, TCG
- Krita
- LMMS (I’m not good with music at all)
- I like to work with people more than going solo I think tho I don’t really worked on many games
- mostly coding and art I guess
- don’t really have a preference since I did like 4-5 projects
Is there a reason we're not using actual polls?
i think its mainly because we have a really wide range of options that its kinda difficult with only 10 choices
Ok
Just spun up a post-jam update for remnants of the archive, nothing huge though.. just a couple fixes, QoL, ambient occlusion, and reduced filesize
You have unlocked new role
Been way too busy cooking the neuro-integrated follow-up
which game-engine(s) do you use?
15
49
3
godot
Wow
49 votes, more than expected
interesting to see so much variety, I figured it'd be unity on top with a bit of godot
very cool
3 people on scratch is alot i think
can yall see who voted what or is that private?
cuz im surprised to see that alex voted
I can see who voted
I should probably also answer my own questions. I thought someone would’ve made a poll instead of people replying to me
- Krita, photopea, and blockbench
- None
- Solo
- Everything except audio but I plan to learn it later
- Mostly 2d and story type games
- blender and legacy ms-paint
- the man, the myth, the legend: Weegee
- either solo or 8
- programming and 3D models + textures
- 3D, mostly demo's for my python game-engine
like a shop management type game?
sounds like there's room for a
reference
maybe dont limit it to potions
- Medibang/CSP/PS/Aseprite
- My team as a whole is about 5'3, 170lb
- Everything but sound
- Shooters
I can’t wait for the sequel for the next game jam
this might be the easiest strat so far
it isn't OP in attack, neither it is in HP, but it's good enough in both to guarantee the victory

If anyone does a poster board, it should include rolling girl's thumbnail just to troll.
sea of memories' art is so fucking adorable tho
like yea the gameplay is great
but look at the lil nuro
Facts
Did layna play the game-jam games yet?
Ye but i meant the ones that were planned on the 21st
But it looks like she did asmr then and hasnt streamed since
hello

I see that staz has a character as a pfp. I wonder if I should add him to my game
@placid salmon Camimi is playing your game 
Thank you! I'm watching it right now!
Aquwa was there and saw herself, nice
just wondering, is the vod bugged on the camila stream?
so its not just me, i went to go click the vod and it just sends me to a 24 second thing
for me its this
just dug around in the other servers a bit, seems like this is sorta normal since they said it takes a while before the vod is up

Works for me
- Aseprite, Ibis paint
- Audacity, LMMS
- Solo.
- Everything.
- Anything.
nice, must mean the vod is up
Wha

probably for the best you cant see their pfp then
I saw it before but yah it's for the best
Fascinatingly, compared to my last year's submission, my this year's submission has a much higher download rate for the updated version o:
And only the newer version seems to be getting new downloads, meaning it could potentially overtake
You're literally the lich
wtf happened here?
Yea
Something weird, idk
I guess that's the thing that makes me a bit sad about jams, this short life of jam games
It's easy to get attached to your game, despite knowing well that you made it in just X hours, and you could do better anyway, but still
Always makes me want work on something more… lasting
im very attached to my games
i love making games and i make them with the hope that people will like my game too
last year i got 97 out of 122; fair enough, it was more of a tech demo
but this we placed fairly high, which means people thought it was decently good
which makes me happy

im ofcourse always trying to improve everything
im kinda surprised too, seeing how i still get 5-10 plays per day, makes me kinda happy and makes me want to continue working on the game
but man that vedal effect is strong
im happy enough with the game as it is
i mainly want to work on the game-engine itself
oh wait, thats so cool 
progress
This is the "camila mission" where you utilize camila and the frog ninjas ability to teleport to harass enemy units/pick off high priority targets

Now that I've finally gotten my embed perms back, here's a small sneak peek at what I've been cooking!
Obviously very much WIP, but a lot of the core systems are in place now.
Roguelite FPS with deckbuilding mechanics anyone?
Thanks to everyone for their contributions to the second Neuro-sama Game Jam!
Results can be found here: https://itch.io/jam/neuro/results
If you'd like to discuss things related to game development, head on over to #programming, it's comfy over there.



