#Neuro Sama Survivors-like

1 messages · Page 1 of 1 (latest)

hard moth
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Currently, I am coping with no Neuro this week by attempting to develop a fan game with the subathon start as the deadline. A self-induced game jam if you want to call it that. The idea is basically like any other survivors-like but you play as Vedal with Neuro tagging along. My plan is to have Neuro also deal damage to you to make things more interesting.

While I have planned to make the game by myself, if anyone wants to help, that would be great. Art, music, lore, etc.

grim wind
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oh nice it's a 2 character type game

mystic verge
grim wind
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Escaping the prison that is vedal's pc, truly a masterpiece

cyan fern
jovial gull
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The idea seem interesting so far neuroHypers

cyan fern
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i know neuro attacks works similar to the whip in vampire survivors, is the bottles like the magic wand or the runetracer without the bounce effect?

hard moth
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Ill probably have the bottles deal splash damage to make up for their low fire rate

cold egret
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you should make Neuro have an upgrade where she dual-wields like in Snuffy's dnd stream

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oh wait nevermind, I just realized she's already dual-wielding

hard moth
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Now you can die

hard moth
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So I need a name for my game
And some upgrade ideas
If anyone can suggest that would be great

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currently I've just thought of a gymbag drone that goes around killing enemies

grim wind
hard moth
grim wind
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You can make a rocket skill, like the stream with vedal playing the project space game, it shoots rockets

hard moth
grim wind
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It's a nuke afterall

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It has a rare drop chance with bosses or specific enemies, i dunno

hard moth
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Progress update

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Upgrades neuroHypers but they do nothing evilDeadge

grim wind
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nice, i like the creativity with the programming socks

cold egret
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what if you make an ability where Vedal controls a truck that's fast and kills anything it drives over, but you can't control it and it just goes random directions because Vedal's too drunk

hard moth
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I think I can get a demo uploaded by tomarrow. Just gotta polish the art and make more enemies.

hard moth
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Table of all possible current upgrades.

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I haven't put a cap on how many you can get

hard moth
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Ok nice I think I can get demo uploaded in a couple hours.

novel prairie
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@hard moth care to create a github with the source code? i'd love to help before the gamejam to improve my godot skills a bit

hard moth
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Sure! Ill do that as soon as Ive uploaded the initial demo.

hard moth
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damm forgot I didn't download export templates for Godot 4.2

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taking forever

hard moth
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Welp that took literally forever but finally finished downloading

novel prairie
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neuro keeps killing me. pls fix.

hard moth
# novel prairie neuro keeps killing me. pls fix.

So idk how to explain it properly, but Neuro being able to kill you is a feature neurowheeze
Its to ~~simulate the authentic Neuro collab experience ~~ balance the fact that the enemies only target Neuro. This makes it so that lvling Neuro is much better then lvling Vedal. By having Neuro able to damage you, it makes it less optimal to invest too much on lvling Neuro.

cold egret
hard moth
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I definetly can, I just found it funny Neuro could kill you and added a bit of challenge so I just left it there GETHIM

cold egret
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Oh ok, fair lol

arctic sirenBOT
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You have unlocked new role

novel prairie
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theres some bugs that i found & i also have some QoL features

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likely gonna do a pr

grim wind
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I really need to play this game

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But i have been very busy lately

novel prairie
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same, wont add anything today
i go from work to zzz

hard moth
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Im gonna re do some art prob today

grim wind
hard moth
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Oh yah rockets are on the list

grim wind
grim wind
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ok just tried the game before going to sleep and the gaslight ability neuro has is the best idea ever, it killed because there is no healing items anywhere for me to recover and neuro keeps getting hit even when she has damage x100 but i still love the skill, very fitting

novel prairie
hard moth
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I plan on adding cookies and definetly-not-greggs (for copyright reasons) as health items

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But yes gaslight is like the only way of damage negation rn

grim wind
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if you add more damage negation skills later it would be good if gaslight stays with the strongest effect, as there is the downside of damaging your collab partner it should have the most chance to negate damage unlike the others

hard moth
hard moth
viral talon
novel prairie
hard moth
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Ill re-write the Notion to be more clear as soon as I return home.

cold egret
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there should be an option when you level up to heal by some amount

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maybe like 50% max hp or something

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so you need to choose whether to play risky and get an upgrade or to play safe and heal but potentially do worse later on due to lacking an upgrade

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I've finally gotten a chance to play it btw, and it's super fun!

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it really ramps up in difficulty fast

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oh, I just had another possibly cool upgrade idea

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maybe an upgrade called "roast" or something that ambiently damages enemies around her and slightly lowers their attack, but has a chance of affecting Vedal too so you have to be extra careful when using it

novel prairie
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ill be trying to add QoL features (health count, current level, etc)

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and add global upgrades, which will affect xp, healing amount and something else

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more xp max 3
more healing max 2

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5% increase per xp level
12% healing

hard moth
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The QoL features would be great neuroHypers

novel prairie
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it would first check the sub upgrade, apply it and send it to the parent upgrade

hard moth
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Yah im going to make upgrade_manager.gd take care of everything upgrade related. It already does to some extent but not fully

viral talon
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made a pull request

hard moth
hard moth
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Also thanks for the improved AI navigation, I didn't even know NavigationAgent2D existed

novel prairie
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btw monsters clip inside neuro, making her unable to kill them

hard moth
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I've also updated my Notion and github Readme

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The Github readme should contain most of the information needed to create new upgrades and new characters

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I think ill focus on the art for a while, its very inconsistent and not up to my standards. Feel free to make any updates to the code, I probably won't be touching it until i've finished my sprite rework.

novel prairie
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alright

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ill get on pc rn, see a way to do the QoL stuff

viral talon
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I'm going to do some music/sound stuff

cold egret
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oh I was just about to say I wanted to try to do that

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you probably should though, I don't really have much experience with sound stuff

viral talon
hard moth
hard moth
cold egret
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will do, I may also try sound effects although I have even less experience with that

hard moth
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I would like to give appropriate credits to anyone that contributed, so if you have specific requests (Such as a link to your social media) please do tell me.

Until then I will use your discord name

This is an example credit scene I've come up with (I pretty much copied what Holocure is doing)

All characters belong to Vedal987
Credits
| Programmers | Kotge, CreepyCat, Darkeew
| Illustrators | Kotge
| Sound Effects | Aetherleaf
Music
| Song: the Farm | CreepyCat

Again, if you have anything you wish to add or change please tell me.

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@viral talon are you OK with your song being licensed under CC BY 4.0 Deed ? (Anyone can use the song given that it is credited to you)

If not, and you want a specific license, please tell me as I will update the github page accordingly. Currently all art is under CC BY 4.0 Deed

hard moth
hard moth
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I've got permission to use Anny Holocure art by arronon so I might add her to the game as a Collab Partner sometime soon. Though, sprite rework is a priority.

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( I found out Anny's community is also working on a survivors-like, so I got some sprites from them )

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Anny will be the next collab partner to add, and Evil Neuro the next AI to add.

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So you can play the game with any of the following configurations:

Vedal + Neuro
Vedal + Evil
Anny + Neuro
Anny + Evil

cold egret
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ok this is my very first sound effect and I just made it using a random free software that I found, but I think it might be ok as some sort of hit sound or something

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I was thinking it could be used for when Neuro hits something, but you can use it for whatever you want

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I hope it's ok :D

hard moth
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Sounds good!

cold egret
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I'm glad :D

left garnet
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this is soo cool

hard moth
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Updated tile sprites and made some roads

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@viral talon thank you for the audio updates! Pull request has been merged

hard moth
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I just realized you also added a collection range amplifier upgrade called "Shock Magnet". A very appropriate name, I say.

hard moth
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Also @viral talon is there a particular reason you use

audioSystem = $"/root/AudioSystem"

to get AudioSystem

instead of using

Audiosystem (The name of the Autoload) ?

Just curious

hard moth
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Took forever but got pathfinding to work with the fences. I just made Neuro & all enemies into node2Ds instead of CharacterBody2Ds because they kept getting stuck on the corners...

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This means the enemies will sometimes look like they're going through the fences but uh lets just say they're doing parkour or something

viral talon
hard moth
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Ahh ok make sense, mine isn't that great either so I thought it was some kind of way to make the script faster NeurOhISee

vernal hollow
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annySipping i think using the autoloaded namespace is faster. scrajj tho i don't think it actually makes much if any difference in real world scenarios

cold egret
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made a sound effect for when something gets hit by Vedal's rum, I hope it's good

cold egret
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I'm thinking of also trying to help make the options menu, although I haven't used godot much before and I've never used github before so it will probably take a while

cold egret
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did you somehow add the music and sfx without using audio nodes? I'm trying to make volume sliders but I can't find the nodes to change them to the correct buses

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sorry if I'm missing something obvious here, like I said I'm pretty new to godot

viral talon
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the audio system has two audio buses connected to the music and sfx

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you should be able to set the volume of the music and sfx buses separately\

cold egret
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I only see one bus for the master volume, although I do see in the script that you set the volume for the music a couple times

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I feel like either I have an outdated version or I'm looking at the wrong thing

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if you already assigned the music and sfx to separate buses though I don't have to do what I'm trying to do, which makes creeating the actual sliders a lot easier

viral talon
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so
var music_bus = "music"
var sound_bus = "soundfx"

cold egret
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oh ok

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is there some sort of "var master_bus" for master volume as well?

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or ig would that be the audioSystem thing?

viral talon
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wait a minute

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add these lines at the top of the ready functions in the audioscript
AudioServer.add_bus()
AudioServer.add_bus()
AudioServer.set_bus_name(1,music_bus)
AudioServer.set_bus_name(2,sound_bus)

cold egret
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wait, audioscript?

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I see the menu script and the hud script but no audio script

hard moth
cold egret
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I see the variable audiosystem, I assume you're talking about that?

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so I add those lines above it?

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well, that makes it say "unexpected identifier in class body" so I probably did something wrong

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sorry if I'm being really dumb, this is my first time programming with other people and like I said I barely know how to use godot

hard moth
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So in Godot, the _ready() function is the one that runs whenever a node has entered the scene tree

audiosystem.gd is an autoload, which means its added to the scene tree at the very start and available anywhere with the name Audiosystem

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So something like this I assume?

cold egret
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oh, I see

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I was trying to add those lines around where all the variables were made

hard moth
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Yah the function calls needs to be made within a function body

cold egret
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oh wait there are so many more scripts than I realized

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ohhhhh scripts are different from scenes, I only saw the two scenes of the menu and the actual game and was looking at the scripts of those

hard moth
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you'll have to go to Project Settings -> Autoload

cold egret
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I see

hard moth
cold egret
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man, I've been completely misunderstanding everything lol

hard moth
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Btw would it be possible to make sfx for Neuro "slicing" (maybe something that sounds like a sword swish) and Vedal "throwing" (Maybe just air whoosh sound idk.)

The current sfx work great for something being hit but I think it will be more consistent to have sounds for the weapons firing ( At least thats what Holocure does I think )

cold egret
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I was thinking about that, but I thought it might be too annoying to have so many sounds going off even when they aren't hitting anything

hard moth
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I think it will be fine, since in survivors like games you're hitting an enemy most of the time neurobonk

cold egret
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lol, makes sense

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I'll do that :D

hard moth
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Found it quite useful for debugging and seeing what the hell is happening in my game.

cold egret
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oh, cool!

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thanks for the tip :D

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just made this really quick, I think something like this would be good for neuro slicing?

hard moth
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Just a sec, ill try it on

cold egret
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the sfx software I currently use is pretty limiting btw, so if anyone knows a good free sfx designer please tell me about it

hard moth
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what are you currently using?

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The only sound program I know is audacity

cold egret
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I'm currently using sfxr

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I don't think audacity can make sound effects? afaik it's more for audio mixing and mastering

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idk though, I haven't used audacity much

hard moth
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Yah no I don't think at least without recording sounds first

cold egret
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yeah

hard moth
cold egret
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I'm just about to try out bsfxr, which seems to basically be sfxr but better

cold egret
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hopefully I can do it with bsfxr

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oh wait nvm it's bfxr not bsfxr lol

cold egret
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ok, it's still difficult to make things sound metallic in bfxr, but I think this is at least better than the last one

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I'll try to improve it but is that the type of sound you want?

hard moth
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Yes! I think this style fits more

cold egret
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ok, I'll send an improved version soon :D

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^ I think this one is good, I may be able to improve it a bit more but this is basically the final version

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now time to try make a throwing sound, hopefully this one will be easier

hard moth
hard moth
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I just realized I also accidentaly recorded the stream audio neuroDeadge

cold egret
cold egret
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I might try to make the metal sound quieter and less drawn out but like the second version, and hopefully it will be the best of both worlds

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I'll do that and the throwing sfx tomorrow though, right now it's neuroSleep time for me

hard moth
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The farm is looking more like a farm now. While I want to add a small pond and a barnhouse, going to focus on enemies for a while. Will resprite the previous enemies and add at least one more enemy type, and a boss (Archer Elf from the Snuffy Collab, which this map is based on.)

hard moth
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( Development of this game will be put on hold for the duration of the game jam, as I will be participating )

cold egret
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do you want the metal sound to be drawn out after the swish or about the same length as the swish?

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the overall sound will be the same length as the short one in the end, I just want to know if you want the non-metal sound to be shorter than the metal sound or the same length as it

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also, I made a little throwing sfx example, do you think something like this would be good for vedal's attack?

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btw, how do I update to the newest version without just downloading the entire thing again from github

vernal hollow
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annySipping if you use github desktop it will allow you to incrementally download updates. otherwise you'd have to download the whole thing

cold egret
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I am on desktop, how do I incrementally download the updates?

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github's UI is confusing lol

vernal hollow
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annyNo thats not what i meant. "Github Desktop" is a program that you have to download

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it allows you to push changes and pull changes (i.e. upload and download to repositories)

cold egret
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ohh, I see

cold egret
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I just had a thought, it would be really cool to have a multiplayer co-op mode where one person plays as neuro and one person plays as vedal

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idk how difficult multiplayer would be to implement though

cold egret
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great! do you want any changes or is it already good as is?

hard moth
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I think the throw is good as is

cold egret
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ok, awesome!

hard moth
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For the metalic swish I actually just really like the first version, its a good balance between the metalic and swish sounds

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So ill probably stick to using that

cold egret
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oh ok, cool!

hard moth
cold egret
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yeah, I expected multiplayer would probably be difficult. maybe Creepycat or someone else knows how to do multiplayer, if not that's fine, the game is great with just singleplayer anyways :D

cold egret
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by the way, three things
1: is something like this a good sound for when you press menu buttons?

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2: what sound effects should I work on next?

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3: this is a little off topic, but I just saw your neuro example fighting game, are you planning to continue working on that or is it abandoned? just out of curiosity

hard moth
cold egret
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ok, great!

hard moth
cold egret
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ok, I think I'll next make a sound for when the player characters get hit, and then maybe a buzzing sound :D

hard moth
cold egret
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oh, I see

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well, hopefully somebody ends up using them, a neuro fighting game sounds like it could be a lot of fun

cold egret
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it's hard to tell, but I think there's a glitch with the shock magnet + programming socks allowing the exp items to give exp without being used up, basically allowing you to have infinite exp

cold egret
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also, do you think something like this is good for when a player character gets hit?

hard moth
cold egret
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ok, cool!

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good luck on the game jam!

hard moth
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Game jam over neuroDeadge will prob start work on this in maybe a day or two. Need to rest. neuroSleep

cold egret
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ok!

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I played your game jam game, it was really good :D

hard moth
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Couldn't have done it without the team! Definetly the highest quality game jam game i've worked on.

cold egret
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out of curiosity, what parts of it did you work on?

hard moth
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Development, mainly

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(the programming)

cold egret
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Yeah yeah, but what parts did you code?

hard moth
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Some of the puzzels (like the safe / painting code), room layout for each iteration, the character animation tree (which anim plays at what time), and the item pickup / inventory system are prob what I mainly did.

cold egret
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Oh wow, you did a lot!

hard moth
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I think I did the least out of the three main programmers neurowheeze

cold egret
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Lol, I guess there was a lot of work to go around

cold egret
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Happy new year btw!

cold egret
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btw I made a volume slider but I can't add my code to the actual thing because I don't have write access or something

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do I need to do something on my end or can you give me whatever access I need

hard moth
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Im outside rn but I think you need to create a fork, and then request a pull request which then I can accept

cold egret
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ok I created a fork but idk how to create a pull request

cold egret
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I think I did it

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I did it in a different way from the documentation you sent but I think it worked

hard moth
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Ill check as soon as I have returned neuroHypers

cold egret
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ok! I hope it worked and I hope my code is good lol

hard moth
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I've tested it, and it seems to work neuroHypers

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Short to-do checklist for me to work on:

Resprite the knight enemy
Add a boss
Fix exp collection bug
Merge exp when multiple are together into higher lvl exp for less lag
destroy projectiles after a while for less lag

cold egret
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I was thinking, it could be cool to have the final boss be Hiyori, who wants to test if Neuro is worthy to take her place as an ai vtuber

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btw, I made this song and I think it could be good as a menu theme, it's not as good as I would like it to be but idk how to improve it

hard moth
hard moth
hard moth
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Goblin & Soldier resprite finished! Will make one more enemy and boss afterwards prob.

cold egret
cold egret
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I'll try to make a new one that's a lot more bright and lively

grim wind
hard moth
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RIP Kobolds neuro7

hard moth
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Maybe Ill make a "Kobold Wave" where a bunch of Kobolds attack you at once, and if you kill all but one, the remaining one will become your friend. Lore-accurate to the Snuffy Collab.

But then maybe thats a bit tad too complicated for a reference not much people will get. NeuroSip

hard moth
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Last enemy. Now only the boss left and I'm done with the first phase of the Farm map

tired pendant
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@hard moth interesting game... can i be a playtester? derpinis

hard moth
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Sure, almost done w the first phase of map one. Hopefully ill have it done by the end of the week.

cold egret
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made a sound for the swarm drones buzzing, I hope it's good :D

hard moth
hard moth
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WIP boss

hard moth
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Boss sprites finished! Now just have to code everything in ...

hard moth
hard moth
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I got uh marches? patterns? whatever you call these working.

hard moth
cold egret
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great! neuroHypers

hard moth
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What I have until now. Exps now merge into a gold exp, and there are separate upgrades called swarm upgrades that increase the stats of all drones so you can do a Swarm-focused run.

hard moth
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Ok welp that video doesnt play

hard moth
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Only the boss is left to implement... but the problem is I can't seem to beat my own game, so I can't get as far as the boss stage neurowheeze

cold egret
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There are a lot more upgrades now, so maybe an upgrade that allows players to choose from more upgrades in the future would be good

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so the upgrade lvl1 might increase the number of upgrade options from 3 to 4, then lvl2 from 4 to 5, and then maybe lvl 3 allows players to pick two upgrades in one level

hard moth
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The easiest solution to allowing more upgrades would be an upgrade that increases exp you get from a single exp. No need to implement anything fancy, just modify a couple values. evilWheeze

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So I will be looking for playtesters

hard moth
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@viral talon do you want to make a music for the archer bossfight? If your busy nvm

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And @cold egret it you want to make a sfx a "swish" sound for the arrows firing would be great

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Side note: I think I found a bug where a sfx doesnt play sometimes. Idk if its a bug or im just def...

cold egret
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I noticed that too, but I thought it might just be the music drowning out the sound of the sfx

tired haven
cold egret
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I already play this pretty often, so ig I'm already sort of a playtester

cold egret
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also I made another menu type sound, maybe for when the player clicks on an upgrade or a button in the main menu

hard moth
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Both are great! Ill try em now

hard moth
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I think the game is ready for some playtesting

tired haven
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Ok cool. I'd prefer to test when I'm on my powerful PC physically though, gaming trough remote desktop really doesn't work.

hard moth
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oh Im going to see if the web version works first

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so that people don't have to worry about downloading a random exe

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ill have it uploaded soon so you can test whenever you want

tired haven
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I'd approximate I'll be back on my PC physically in around 4 hours

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Then I can look into testing

tired haven
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I'm on the way back to my PC physically. Should be less than an hour now

hard moth
tired haven
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Let me just save that one

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But I'm pretty sure if I started it on this remote connection the remote connection would die immediately.

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It's already dying anyway

hard moth
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Take your time, im not in a rush

tired haven
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Does it have an exe version in case it doesn't run well in browser for some reason

hard moth
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I can make one rn

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If there are too much enemies at once it becomes a bit laggy but i'm not sure how to solve the problem

tired pendant
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neuroHypers yay

tired haven
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Oh cool. It's better to have an exe for those who can't get the browser version to run

tired pendant
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but im busy 😭 im trying to backup something because a website is about to shut down

tired haven
tired pendant
tired haven
hard moth
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I've uploaded an exe version to the itch page

tired haven
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Ok good. That could be useful

hard moth
tired haven
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I think how many enemies a game can handle mainly depends on the optimization and threadcount of the game

hard moth
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Using A* pathfinding on all enemies probably doesn't help with my lag issue

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Maybe I should just ditch navigation and have them all phase through walls

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But then again Im not doing the pathfinding every frame and the lagg happens even for "marches" where the enemy only goes in one direction without using pathfinding

tired haven
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Could it be your hardware?

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Like the GPU

hard moth
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I have a GTX 1060 (laptop) so it should be able to handle 2d video games good enough...

tired haven
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I've used a 1060 3GB desktop on an old system. It's pretty terrible. And even on this system I'm pretty sure 2D games do sometimes lag (this thing has an RTX 4070 Ti)

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I'm back on my main PC now, so I'll be trying out the game soon. I haven't actually played this genre of games before, so that'll be interesting

viral talon
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Turns out A* has a weakness where it doesn't like calculating paths that are very far away

hard moth
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Thats actually pretty smart! Hav to vedalBedge but will update tom as soon as I can

tired haven
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The main bottleneck might just be threadcount on the CPU. There is no proper fullscreen mode, at least on the exe version. The "say it back" upgrade is very much an easy way to quickly end your run.

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But the game overall is pretty fun

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I would like if the game had an FPS counter.

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Is this supposed to happen (I have HP in the bars, but it shows a game over screen)

tired haven
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I feel like there's a very noticeable delay in collecting a collectible and the UI updating to account for this, so it often feels like the values on the UI are different from the actual values.

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The game need either multithreading or serious optimizations, preferably both.

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I really like the soundrack. It's really good.

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There seems to be a bug, where healing items sometimes don't heal you, or don't update the UI to show the new HP value

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The bug with healing could also be that the healing from the chicken bake is incorrectly applied to Neuro

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The "credits" button has no function or it doesn't work

tired haven
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So the game definitely needs multithreading and optimizations to fix the lag issue.

tired haven
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By the way, if you ever add multiplayer for some reason, I can provide a server, at least for testing purposes. I have some useless compute power sitting around doing nothing.

cold egret
tired pendant
tired haven
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It does lag a lot, but why is it Windows 7?

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Windows 7 was deprecated years ago.

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But it really shouldn't be lagging that much, especially on my i7-12700K. It can sometimes have huge lagspikes even on that, partially because it can't use all 12 cores.

vernal hollow
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tink can't web apps do multithreading?

tired haven
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We're using the exe version

vernal hollow
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Hmm then... do some multithreading to use more cores

tired haven
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The developer hasn't came back yet

vernal hollow
tired haven
#

But I've already said the game needs multithreading, so hopefully it gets implemented in a later version

vernal hollow
#

tho... looking at how the game itself looks like. i doubt it actually needs multithreading just yet

tired haven
#

It's probably good to add multithreading early. The game in it's current state lags massively on an i7-12700K

vernal hollow
#

scrajj but that shouldn't be a issue with multithreading...

tired haven
#

It's using 100% of one core (10%CPU)

#

There's a screenshot from my CPU graphs a bit above

vernal hollow
#

Hmm i don't really think multithreading would even be possible or help. there are likely other optimizations that are possible

tired haven
#

It's highly likely. But the lag seems to come from how many enemies need to be computed, so just parallelize the enemy calculations

vernal hollow
#

well.. but that not something Kotge can really do. since its using the navigation agent native component

#

scrajj tho maybe there are other ways..

#

one thing could be just putting all the ai logic itself off the main thread so it atleast doesn't stutter

tired haven
#

Well, who knows. But I see just too many games not be able to utilize all of my CPU's available power

vernal hollow
#

well.. not every game can do it because it just doesn't make sense in many cases

#

and sometimes its impossible

tired haven
#

I fell like it would be completely possible and make some sense here to use at least more than 1 thread

vernal hollow
#

well yeah in this case it would make sense. but i just meant generally in gaming

tired haven
#

Some games like Miinecraft would really benefit from multithreading. Minecraft's biggest bottleneck is single-threading

vernal hollow
#

pretty sure minecraft has multithreading LULE

tired haven
#

Nope, it doesn't

vernal hollow
#

i'm 99% sure it does

tired haven
#

At least the Java version. Bedrock does, but Java doesn't

#

So Bedrock edition does have multithreading, but the Java edition 100% does not

vernal hollow
#

java does tho...

#

i'm literally looking at java change logs that say they improved multi-threading

#

literally a setting in minecraft java LULE

tired haven
#

Java edition vanilla does not do multithreading during normal gameplay, although it might use 100% CPU to load the game and chunk generation. The game logic itself doesn't have multithreading. You can even confirm this by looking at task manager with the CPU graph set to show logical processors. Anyway, I'm moving onto a remote connection. Will take like 15 minutes or more.

vernal hollow
#

annySipping but i guess it doesn't matter anyway... but.. all i wanted to say is that multithreading isn't easy to implement and can cause more problems than it solves

tired haven
#

I know that multithreading can cause issues, but when implemented correctly, it can give a many times improvement to performance

hard moth
#

Ok welp I am now awake

tired haven
#

I wrote some feedback, which is somwhere up there

hard moth
tired haven
#

Cool

hard moth
hard moth
tired haven
#

If a game lags on my really high end PC, it usually means there's something wrong somewhere.

hard moth
#

I think I should look into why the lag is happening before trying multithreading. It can't be just using too much navigation agents as the game lags even when I spawn in enemies that don't rely on it.

tired haven
#

For me it clearly shows it's a CPU thing.

hard moth
#

neuroSip I'm a bit clueless when it comes to low level stuff, but does that indicate it has to do with too much calculations?

tired haven
#

It does

hard moth
#

Does the GPU do calculations for the graphics? So this isn't a rendering problem?

tired haven
#

It is using GPU processing, at least according to task manager

#

I know a lot about computers, especially low-level stuff, so feel free to ask me anything

hard moth
#

My understanding of low level hardware stuff boils down to
CPU: Calculations
GPU: Graphics Calculations
neurosquib

tired haven
#

There is a bit more to it than that, but that's how it's usually configured

hard moth
#

Ill try comparing FPS with and without CreepyCat's optimization update to see if the many Navigation agents were causing the lag

tired haven
#

I would really like an FPS display to be toglleable in the settings

#

The GPU is often also utilized for computation in some professional applications, such as AI and machine learning, simulating real-world phenomena and doing really intensive math stuff in parallel

#

And sometimes the CPU is also used for rendering graphics.

#

And then there's all the co-processors, but that is getting a little complex if I start explaining co-processors

hard moth
#

so without the optimization update its constantly 60FPS with it dropping to 50 when there are lots of enemies

#

attempting now with the update

tired haven
#

What kind of hardwasre do you have?

hard moth
tired haven
#

That's a pretty old CPU. Mine is much newer but also shows massive frame drops. If it runs on that, it should also run on most newer systems.

#

So if you get it running well, it should run well on most modern systems

#

For multithreading, you should make it so it calculates the threadcount available to the processor and sets that as the maximum threadcount, and maybe lets the user reduce the limit.

#

Otherwise, it will try to allocate nonexistent threads and crash

#

Or just assume a certain threadcount and not use more than that and not run on less than that

#

If the threadcount is hard-coded

#

Basically the threadcount should be dynamic with what hardware it's being run on

tired haven
#

Are you doing anything right now?

hard moth
#

Was doing something else but will test update rn

tired haven
#

Ok

hard moth
#

hmm, it seems to be about the same but sometimes its 61 FPS so I think there is some improvement

tired haven
#

I think if your monitor is 60Hz and the game has Vsync, it's just the usual Vsync readjustment

#

Othrewise your game has not just the performance issue, but also the potential to eat someonse's entire CPU running like way too many frames compared to their refresh rate

#

But if it's running 60FPS usually, it probably has Vsync. You should make the game have more control over the target framerate, such as making it possible to disable Vsync and set your own max FPS, or just have an unlimited framerate if you want

#

Also, did you add an FPS counter?

#

Ok cool

#

I'd like to have that. When will you make a build with that available?

hard moth
#

I can export what I have rn

tired haven
#

Ok sounds good

hard moth
tired haven
#

I don't have godot, but I've been thinking of looking at how it works at some point. Maybe I'll do that, who knows

#

But if I do, I'll just do that once I'm physically on my PC

hard moth
#

Ok so I updated the exe

#

It should now have an fps counter that updates every second

tired pendant
#

bruh????

#

no way that was the cause of the lag

hard moth
#

I am not sure what causes your lag

#

Did you try the exe or browser version?

tired pendant
#

oh alright

tired pendant
hard moth
#

The exe version is now has the new AI update so maybe it will work, idk.

tired pendant
#

cant reach double digits

#

buh

tired haven
#

Those specs do explain the massively low framerate though

tired pendant
#

i mean something like this wouldnt lag my pc to begin with

#

but its godot ;-;

tired haven
#

It even lags on my i7-12700K, so I'd say it just needs a massive amount of optimizations (It's a CPU bottleneck)

#

And currently single-core

hard moth
#

ok i hav work now but once im done ill focus on trying to optimize. Still unsure what the issue is

tired haven
#

I don't know either, but you could try making dynamic threadcount multithreading

#

That could give it more CPU to work with

#

It runs decently fine (at least at the start) on this underpowered laptop I'm remoting from

#

Once I get back to my main PC, I'll check if it has Vsync or if it's limited to 60 FPS

#

Also, you should implemet a lot of graphics related settings. Like fullscreen mode. And borderless windowed, changing resolution and such.

#

Do you plan on keeping the game singleplayer, or do you want to add a multiplayer mode?

hard moth
#

Probably singleplayer. Not sure how multiplayer would work, and last time I tried multiplayer I gave up as I couldn't reduce the latency enough for the game to be playable.

#

Though like if someone wants to add a multiplayer mode, they can

tired haven
#

Ok, just thought about the fact that I could provide a server for that.

#

I just happen to have too much unused processing power

tired haven
#

I might have come up with how a multiplayer mode would work: Each player controls a character on the server. Each cahracter spawns enemies on the serverside, which have their data sent to the players on the serve. The players' clients then simulate the enemy pathfinding, with the server only needing to update the enemy position and pathfinding like once or a couple times in a second. Each player has their data sent to the server, which contains their position and velocity, which is simulated by each player's client until on the next update interval, it gets the player data and updates the data the players have. Each projectile gets sent to the server to then be sent to the players once, to give the players all the information they need to simulate it's trejectory, accounting for the calculated client-server-client latency. The map for this should also be bigger than the singleplayer map, to allow for more players to fit on the map. Since Neuro's sword slash is predictable, all the players' clients need to know is what level the ability is on, and what interval it's on during the update timeframe, to allow the players to simulate it on their end. The enemy spawning per player makes the amount of enemies scale based on playercount, but enemies shouldn't spawn on other players. This makes for a good multiplayer experience, while minimizing the amount of transferred data.

#

There, that should be everything you would need to make a good and efficient multiplayer mode.

#

Any thoughts?

hard moth
#

Erm, I think ill focus on polishing singleplayer for now, at least.

tired haven
#

Yeah, just keep that in mind if you do make a multiplayer mode. (I didn't even realize how long it is until near the end)

#

Anyway, I'll tell you if I get more ideas.

#

Also, did you know many of the upgrades are unbalanced? For example, the "say it back" upgrade basically guarantees you lose pretty soon

hard moth
#

For that you just have to make sure you are never aiming towards Vedal

tired haven
#

Are Neuro's attacks aimed by the cursor too? If so I didn't notice

hard moth
#

Yes the same both towards cursor

tired haven
#

But if you can't aim towards Vedal, how are you supposed to get past walls of enemies?

hard moth
tired haven
#

There's a guide? I did not know of that either

hard moth
#

Below the web ver of the game

#

Like the description

#

On itch page

tired haven
#

Interesting. The issue with not aiming towards where Vedal is, is that that is (relative to Neuro's position) the direction you're moving, so if enemies come in the way, you pretty much have to either shoot towards them, causing damage, or back up trough Neuro's attacks, also causing damage.

#

Which also makes you lose quickly

hard moth
#

Basically you have to move in some sort of circular motion so enemies are never in front of you

tired haven
#

A circular motion like that later in the game is pretty much impossible, since there's just too many enemies spawning right where you're going.

#

A motion like that is actually a good strat early game

hard moth
#

Definetly gets harder to do later

tired haven
#

Also if you're doing that, you need to sometimes go trough gaps in the enemies, but even if Vedal gets trough, often Neuro will end up hitting the enemies. Sometimes the hitboxes feel too large.

hard moth
#

neuroSip all hitboxes should be smaller then the sprites, so maybe a bug. Ill check it out

#

Or make it (even) smaller

tired haven
#

It also feels like things like the cookies become pretty much a neccecity

hard moth
#

Yah Im thinking of having a low chance be on by default

tired haven
#

That sound like a possible fix, so you aren't just guaranteed to lose if you don't find those upgrades fast enough

#

This is another really interesting project I've found. There's a lot of interesting suff on this Discord server. I do like helping with any Neuro-related projects I can

#

I also have a couple projects of my own, mostly modding games to have Neuro content. I made the Portal 2 mod Vedal played

#

Sometimes I end up doing some crazy stuff

#

One of the craziest ones is probably my Evil TTS

#

I made it to generate voice lines for Portal 2

hard moth
#

I still need to watch the full portal2 Vod, only really watched the part Vedal got bankrupt neurowheeze

tired haven
#

The voice lines aren't in that version, although it already has most features. The voice lines aren't out yet, since it takes quite a while to generate those. They are coming in v2.0.0, the current one (that Vedal played) is 1.1.0, which is the last 1.x branch version

#

The 2.0.0 version will also have basic co-op support

#

The part where Vedal got bankrupt was really funny

#

I was watching the whole time when Vedal was playing. I watched pretty much the entire subathon

#

It was fun to watch Vedal find many of my little hidden secrets and references

#

Although the lore makes no sense, but who cares

#

The mod is called "Portal 2 Neuro-Sama reskin mod" by the way, if you want to look for it

#

Anyway, are there any features you want to add specifically.

hard moth
#

Hav never actually played Portal, but will check out Vedals gameplay

tired haven
#

Ok. If you don't have specific features you would like to implement, how about implementing some must-have settings, like the graphics stuff, and make the FPS counter have a toggle in the settings. The current settings menu doesn't really have what I'd expect a game to have

hard moth
tired haven
#

Oh ineteresting. You could do that too.

#

Good. I really want a proper fullscreen mode. The aspect ratio with the taskbar at the bottom bothers me

#

Because the game doesn't fill the edges of the window

#

What characters do you plan on adding? Evil is an obvious choice, but what others?

hard moth
#

Anny and Evil for now

tired haven
#

Ok. I guess that's two pretty obvious characters to add based on the two previous characters

#

Are you still having trouble getting it to run without lagging like crazy?

hard moth
#

Outside rn but last time I tested it was 60 fps fairly consistantly

tired haven
#

Did you play far into the game or just started it?

#

In my experience, it becomes more laggy the longer the game goes on. I also felt like the lag persisted trough runs slightly, which would indicate a performance leak of some kind

#

Basically the longer it was on, the more lag I felt

hard moth
#

I think soo too, ima try work on it when im back

#

~2hrs

tired haven
#

I'll be back on my PC in around 3 hours maybe, until then remote desktop

#

Then I'll test what framerate I get. If it's smooth and the Vsync is correctly set-up, it should be 165 FPS, otherwise, if it's 60, the Vsync feature is wrong, otherwise, if it's random, the game isn't optimized well enough

tired haven
#

I'd recommend you add a way to access the settings, at least for volume (but preferably the whole menu(once there is one)), from the pause menu. It's quite difficult to adjust the volume when there's no music or other reference, like on the main menu

tired haven
#

Also, add more specific volume controls for specific types of sound alongside the main volume, like most games have

#

So sound effects and music seperately, also effected by the main volume

vernal hollow
#

Also I got a pretty high end PC too and it doesn't really lag. Tho there are single frame drops that probably are caused by calling something too many times or iterating a big list or spawning a shit ton of nodes at once. Atleast that's the first things that should be looked for

#

This game should run totally fine on a single core there isn't much going on. So there is a bigger issue hidden somewhere that's causing the issues

tired haven
#

Oh yeah, I forgot windows is there in between the program and the hardware. I was thinking too low-level

hard moth
#

High amounts of lag only seems to occur near end-game so maybe I'm not deleting some stuff that needs to be freed, and those are taking away processing power ? neuroSip

tired haven
#

Maybe that also carries over once the run ends, because I feel like the game lags a lot more when I finish a long run and start a new one

vernal hollow
hard moth
tired haven
#

Weird indeed. Could there be something engine-level that could be taking longer the longer the game is running. Or even something doing that in the main code

#

In code something that creates a list of things and iterates trough all of them could cause time-based performance loss

vernal hollow
#

tink i don't see anything in the profiler that would cause issues or stutters in
1st image is before the latest pull request.

tho i'm definitely seeing some orphan nodes that aren't freed and are just gonna keep increasing with each restart. (tho i doubt that would cause any issues...)

#

here is how my resource monitors look like in my game tink maybe there is something wrong.... (tho i also use a lot less nodes in general..)

tired haven
#

This Weuron didn't notice the active window changed

#

I guess it just isn't a proper window somehow

#

Vsync works correctly

#

But there are some framedrops

#

Like immediately after starting the game. Could the enemy spawning operation be causing the lag?

vernal hollow
#

the lag is probably the navigation mesh being build for the first time

#

not the enemies itself

tired haven
#

Interesting

hard moth
#

Its even more apparent on the web build. I guess a loading screen can "fix" that

#

Gonna play my game bunch of times to see if there are any other issues and get started on the smaller fixes

tired haven
#

If you could try avoiding fully restarting the game, you could also see if there's a resource leak.

hard moth
#

Here is my checklist for now:

  • Change retry button to unpause button
  • Show time survived
  • Add number descriptions on some upgrades such as dual strike
  • Make Filter Upgrade more powerful
  • Chance for cookies and greggs without upgrade

And later:

  • Working options menu with options like fullscreen, sfx, music, etc.
  • Anny & Evil Neuro
  • Character choice
  • Shadows
  • HUD rework
tired haven
#

Seems like a list

hard moth
tired haven
#

An enemy spawned on top of me. It was a part of an enemy formation, so maybe those don't account for player position

#

Enemies or enemy formations might be able to spawn while the game is supposed to be paused. The "gymbag drone" upgrade shows up as lv1, even though it does not have levels

#

Healing items should not be collectable while the character associated is full HP

hard moth
#

Those should be implemented too, thanks

tired haven
#

Just trying to help in any way I can. And I like playing this

hard moth
#

Erm, anyone know what the ms stands for?

tired haven
#

milliseconds (0.001 seconds)

hard moth
#

so higher it is, the more time it took for that frame?

tired haven
#

Yes

#

it should be something around 16.6 at most for 60, and less for higher framerates

#

I think, I don't remember exactly

#

Time spent in menus might be counted towards enemy strenght gain

hard moth
tired haven
#

The enemies become stronger variants over time, which seems to be counted from time in menus and gameplay (although this is a slight assumption of how the game determines when to start spawning stronger enemies)

hard moth
#

Oohh good observation

#

I forgot that timers created from create_timer don't turn off when the tree is paused, have to do that manually

#

I can fix that now

tired haven
#

I just spent some time in the pause menu while explaining ms, and much stronger enemies started spawning

hard moth
#

Ok so from testing, the high lag spikes only seem to occur when there are enemy formations. I've spawned in nearly a thousand enemies almost instantly and there is no lag. But if I use too much formations, even 300 enemies can cause the fps to drop to 30

tired haven
#

Oh interesting. I don't think I felt as much lag this time.

hard moth
#

The version I posted shouldn't have much lag until the very end when I spawn in 2 formations at once, I think.

#

I only use one formation per phase for that version

#

but rn im stress testing by spawning in as much enemies as possible

#

and even 3 formations cause significant drops to fps (~150 enemies) while I can spawn in 1000 enemies without lag just fine if I don't use formations

#

Which is wierd, because formations don't use Navigation agents and should technically use less processing

#

So I think I may have messed something up with the formation programming.

tired haven
#

So maybe the formation code is just bad or has an issue somewhere

hard moth
#

prob

tired haven
#

That's probably the next area to look at

#

I feel like for some reason, many applications I see use the same 1 core everything else uses. I don't know if that's up to the applications or if that's windows maybe moving the less intensive applications to a different core/cores while the main cores or whatever are taken up by the intensive application.

#

It has a couple possible explanations

vernal hollow
hard moth
#

yah forgot to do so... I wish that was the default...

vernal hollow
#

yeah...

tired haven
#

It's interesting how small this game's filesize is. It's only a 100MB for a single executable game, which means this is one of the few games I've seen that are completely embedded, alongside minesweeper

hard moth
#

This single line (Movement) seems to be the cause of the high lag in formations. If I turn movement off, I can spawn in 20 formations with no lag.

vernal hollow
#

scrajj that doesn't make sense...

hard moth
#

8 formations, and each have like 24-50 so ~350 enemies

#

but if I spawn in 1000 enemies with no formation, which uses navigation & A* pathfinding I get 60fps no drops

#

I am confused, to say the least.

tired haven
#

Is it updating a lot of memory values during that operation? That could definitely cause RAM bottlenecking speedwise

vernal hollow
#

that doesn't make sense...

#

the non-march method still uses velocity

hard moth
#

The non march version does more work...

#

The other difference between the two is that march-enemies are added as a child to the march, while non march enemies are added as a child to the EnemySpawner

tired haven
#

Would it work faster if the marches had their own threads?

#

Although that wouldn't matter if it's RAM speed

hard moth
#

No clue, but considering non-marches work fine I should be able to get the marches to also work

tired haven
#

where is "march_direction" coming from?

hard moth
#

its set by the parent march node

tired haven
#

Could it be reading that from some slow memory like ram every time it uses it, instead of having it in some place where it would make sense, like the CPU's L1

#

Or just reading it in seperately every time

hard moth
#

The lag still happens if I replace march_direction with a constant

tired haven
#

Does this code get ran for every enemy in the formation seperately, as I think the most it should have to do is move the formation enemies, and most of them have identical movement, so couldn't you just copy that to every enemy that's supposed to move the same way?

vernal hollow
tired haven
#

I'm simply thinking of solutions. Since I have so many cores, multithreading comes to mind easily

hard moth
#

I can run a thousand nodes if I just use the EnemySpawner instead of formations so the problem is really with the formations

tired haven
#

What differences does the logic for the formations and normal enemies have

hard moth
#

But then I turned off and made the logic equal.. the problem still happens

tired haven
#

If there are differences, even hidden ones, those should be focused on first.

#

Is the movement applied to formations differently?

vernal hollow
#

scrajj tbh i'm out of ideas... i can't replicate the issue. i stay above 160 fps at all times

hard moth
#

So maybe formations just suffer more as I'm spawning all the enemies in, instantaneously.

tired haven
#

Could be. Maybe moving the enemies is where the real issue is

vernal hollow
#

annySipping having a lot of enemies on screen will cause issues regardless of the code

#

thats just a rendering limitation i also ran into

tired haven
#

I't shouldn't be rendering for me at least. A 4070 Ti should handle this quite well

vernal hollow
#

it is tho

#

4070 TI doesn't mean anything if the engine itself struggles with the overdraw

#

i got a 4080 lol

hard moth
#

Ok welp I think it may be rendering, even with the EnemySpawner, 300 enemies cause drops to 3 fps if all 300 enemies are in screen at the same time

#

I think I just noticed it more with the formation spawner because for those a lot of enemies spawn at once and are instantly visible

tired haven
#

Maybe try culling out things that aren't visible, if you aren't doing that already

hard moth
#

wdym?

tired haven
#

Just make them not render

hard moth
#

If they aren't visible they don't cause any issues

tired haven
#

Like things offscreen

hard moth
#

so I can have 1000 enemies and no lag as long as they aren't in the screen

tired haven
#

Oh ok, so it might already be doing that

vernal hollow
tired haven
#

Ok cool. I just didn't know that

#

Sometimes I think too low-level

#

But could it be that the CPU is doing too much, when it has to tell the GPU where to put all of the graphics, since I definitely saw full core utilization from the game

hard moth
#

Ok welp lag spike happen regardless whether the enemies are in screen or not for the formations

#

8 marches (300 enemies)

tired haven
#

Maybe the formations are fully rendered, even if only one of the enemies is on-screen

hard moth
#

Nvm.. this is also true of non-formation enemies

#

I think the game just can't handle too much enemies at once.

vernal hollow
#

mhm makes sense with the kind of setup you have

hard moth
#

I think ill just keep the enemy count relatively low for now

vernal hollow
#

like node setup

tired haven
#

Maybe the enemy code needs optimizations

vernal hollow
#

each enemy has like 10 nodes

hard moth
#

Say what does IndieCure do? I saw like a mass renderer

vernal hollow
#

so.. 300 enemies are like 3000 nodes

vernal hollow
#

there are still some issues with my approach tho. like when you kill a enemy it sometimes registers the damage twice. killing or damaging a completely unrelated enemy

tired haven
#

If you want to fix this (for now) by keeping the enemycount low, you need the lategame to have less, but stronger enemies, that possibly should in return give more XP, to account for the decreased enemycount

hard moth
#

I think ill prob keep my current setup and make sure to not have too much enemies at once, I feel like ill have to write my game from scratch again if I want to reduce lag for high enemy counts

vernal hollow
#

annySipping you could just have both systems technically...

#

the manual rendering way for simple enemies that just case the player and have those in high amounts while also have stronger more complex enemies be just nodes

#

thats atleast how i'm planing to handle my game systems

hard moth
#

Will think about it, seems like a good idea

#

At least for the slimes since they appear every stage and are simple & small enough to have them phase through fences

#

I go vedalBedge now don't think Neuro stream today again neuroCry

tired haven
#

Ok, will you give an updated exe soon though? If you can't now, it's fine

hard moth
#

didn't make any changes... (Just a lot of testing) will update everything tom

tired haven
#

Ok then

hard moth
#

After my list of changes I think ill go draw for a while (Like icons for upgrades, and a cover image.)

tired haven
#

Ok, sounds cool

cold egret
#

wow, this has suddenly become very active

tired haven
#

For some reason, when I appear at a project like this, it tends to become more active.

hard moth
#

Halfway done...

tired haven
#

Ok cool. Keep going I guess

hard moth
#

list completed... now to drawing sprites

tired haven
#

Are you going to update the exe?

#

I want to play with these changes to see how well they work

hard moth
#

Tomarrow yes after a bit more testing to see if my changes actually work

tired haven
#

Oh ok, I guess I'll wait. Just tell when you update it

tired haven
#

Is the update coming soon?

hard moth
#

Hopefully in a couple hours

tired haven
#

Oh cool. I'll be able to test it immediately probably

#

Let me know once it's out

hard moth
#

Ok publishing newest exe

#

updated UI

#

and shadows

tired haven
#

Cool. I'll try it soon

hard moth
#

file uploaded

tired haven
#

I have it now. I'll play it as soon as possible

tired haven
#

The new version stutters A LOT. And it's extremely noticeable

#

Pausing seems to work now

#

You can't fully see the HP bars from under the UI

#

The stutter could be Neuroling using 3 GB of RAM though, I'll check

#

Oh nevermind the stutter was Just the experimental Neurolings Java 21 build with a memory leak

#

Not picking up items when HP full works

#

This exists. (the continue button on the game over screen)

#

I might have just found the most broken bug ever

#

You can just keep playing. Just press the continue button over and over and over again, making the game super extremely confused

#

Neuro has literally 0 HP, but I can just keep playing, since the restart button is a continue button

tired haven
cold egret
#

I'm guessing the death menu and the pause menu are the same, so when Kotge put the continue button in the pause menu it also went into the death menu

tired haven
#

I think that is definitely what happened

cold egret
#

should be pretty easy to fix, then

tired haven
#

Since the menus were originally identical, it made sense to use the same one, but now it completely breaks the game

hard moth
#

Yah erm thats what happened

#

Have to sleep rn but will fix it as soon as possible

#

Shouldnt be too hard to fix

tired haven
#

Now there just exists a hacker build that lets you play forever

cold egret
#

could be useful for playtesting tbh, that way you can test stuff without worrying about dying? Idk

tired haven
#

The gymbag drone still shows as lv1

hard moth
cold egret
#

oh yeah, makes sense

cold egret
hard moth
tired haven
#

Yeah, so it shouldn't show a level at all

cold egret
hard moth
#

Maybe I can have different text for upgrades with infinite levels

tired haven
#

That sound like a solution

#

Both at 0 HP

#

And now there's no enemies

#

This build is just way too broken

hard moth
#

Fixed the continue button thing and now re-designing the upgrade UI

#

Have 12 icons to draw SMILE

tired haven
#

Cool. Maybe once that update is available, I'll be able to play the game again. Also, will you make the HP bars fully visible again, it's kinda annoying to have something obscure them. You could just move them down a little, so they aren't covered by the big gearwheel with a number in it

#

In that screenshot, it looks like the HP bars are still covered slightly.

hard moth
#

Ill try maybe making them longer, I kind of want them to appear as if coming out of the gears

tired haven
#

Well, try to make it possible to see if they are full, which is quite difficult currently. Maybe make them change color when they are full?

hard moth
#

Hmm, ill try that

tired haven
#

It just gives the player a good way to tell if they have full HP, which, even if the heals can't be collected when you're at full HP, is important to know, so you can maybe try to stragesize your heals

#

The more possible ways to create strategy, the better a game usually is to play

#

Fun fact, the game's window isn't interactable to the Neurolings

#

I have no idea if that is because of a bug with the Neurolings or a weird property of this specific game

#

Any idea why that would be broken like that?

hard moth
#

Unsure.. maybe something to do with Godot

tired haven
#

I haven't seen any other Godot programs or games, so it could be, but why wouldn't it just use the Windows native window system. It could also be an issue with window titles, as the shimeji software defines interactive windows based on widow title.

hard moth
#

No clue, title should be Neuro Adventures!

tired haven
#

That's what it shows too. It should work, but for some reason it doesn't. Is the window defined in a weird way somehow, like in a nonstandard mode?

#

Maybe you should talk with The Clown to figure out what's going on here. He's the one that makes modifications to the shimeji jar to make it more capable for the Neurolings project. He might know how this works.

#

Anyway, I'm just tracking down bugs in the Neurolings jar, so I really want to know what is going wrong here with this window

#

Maybe it would even be possible to fix, who knows.

#

Well, if you feel like fixing it, just go ask someone in the desktop neurons thread. This is currently marked as a bug anyway, so it might be fixed anyway.

#

I'm out of ideas for fixing it for now

#

You can keep doing whatever it is you're doing, it's not a huge bug anyway.

#

I think something that should be fixed soon is the game forcing it's graphics to be in 16:9, and causing black bars when the aspect ratio isn't perfect

#

And there not being a proper fullscreen mode

#

For the black bars issue, either make it scale the aspect ratio, or make the bars some color more close to the game's colors, like the ground color. For the fullscreen issue, add a toggle in the settings or a button (like f4 with Undertale) to change to fullscreen mode

#

This is what the black bars look like (highly overdone with a nonsensible window aspect ratio just to have it very clearly visible)

#

But that could technically be what the game looks like to someone with a widescreen monitor

tired haven
#

I figured out the bug, the window isn't being set as the active window, so the shimejis consider it interactive only, when it's the only window on screen

#

Or maybe it might be if there isn't another window on screen at some point during it's existance

#

Yes, it's the latter one

#

It might be something with how the window is created

#

But at least I found out something about this bug.

#

Or how the window is made active

#

But I think it has something to do with the game itself, or it's engine

#

You could probably look into it if you want

#

The bug might also be just randomly not there, that is also a possibility, as it seems very inconsistant

#

I'm actually very confused about how this bug behaves, but it could be a bug with the game. Not that important though, just very extremely interesting.

#

I'd say prioritize the aspect ratio stuff and fullscreen support over fixing a little bug with shimeji interaction.

hard moth
#

NeurOhISee Ill implement the perspective settings and stuff prob once the icons & cover image is done

tired haven
#

Ok, sounds good

#

I'll play the game more once the build with the fixed game over screen is available.

hard moth
hard moth
#

After drawing the cover image, and adding settings, which hopefully I can all do today, Ill request another round of playtests

tired haven
#

Alright then. Let me know when it's done

hard moth
#

Idk how broken this is but I made this

tired haven
#

That's either very broken or completely underpowered, depending on if it can kill you in one hit.

hard moth
#

I guess you can be 1 hit killed if you accumulated enough damage

tired haven
#

That might just make it quite useless then, the most it should be allowed to do is bring you to 1 HP

hard moth
#

Hmm ill test it out

tired haven
#

Ok then

#

Did you add something to the HP bars to show when they are full yet?

hard moth
tired haven
#

Ok, that sounds like a good solution

cold egret
#

I think it'll be pretty good, since it'll essentially mean that, if I'm any good at math, Vedal will only take damage after taking 1000 hits on average

#

that said it does mean that since the damage is coming all at once he won't be able to heal in between, so he'll also sort of artifically have less health

hard moth
#

New cover image. First time trying landscape pixel art so took forever but I think it looks ok.

tired haven
#

I think it looks good with the game's artstyle. Could maybe be better, but I think it works

hard moth
#

might add Neuro's sword to the side but unsure. Ill experiment a bit

tired haven
#

That could work

#

But maybe just one sword is a little generic, so adding two swords would work better

#

As Neuro has two of them

hard moth
#

I was thinking Neuro is on the side, and only the right sword is shown, will have to draw first and see if it looks good

#

or I could just cross the two swords in the middle

tired haven
#

Oh, I was thinking something a bit different. That sounds good too

#

Are you gonna make the new exe soon

hard moth
#

Once im done with the resolution settings and adding glow to health when full, I am thinking.

tired haven
#

Are you adding fullscreen?

hard moth
#

Yah

tired haven
#

Well, make sure it can work in borderless windowed, so the Neurolings can render on top

hard moth
#

Will attempt

#

After that and some testing, I think I will "release" the game. Like, make a proper devlog & trailer video.

Doesn't mean i'll stop updating it, but does mean ill let everyone know a full game loop is playable.

tired haven
#

For testing, the Neurolings application could be helpful to check if they can render on top and other regular window stuff

hard moth
#

last time I tried Neurolings it just didn't work.. I think its because I don't have the proper Java ver. but idk

tired haven
#

I can help with the Java stuff

hard moth
#

I think im just too lazy to try installing the Neurolings again

#

I can prob figure out the issue if I work on it enough

tired haven
#

The easiest way to check Java is "java -version" in CMD. Then tell me what version it shows

hard moth
#

I have an open- source ver

tired haven
#

It should work the same

hard moth
#

openjdk version "17.0.7" 2023-04-18

tired haven
#

Ok, you can get the latest test build then

#

The old one used Java 8

hard moth
#

thanks, will look if I download

tired haven
#

It's not hard, the download has the whole package. It is a test version, but it runs well, the best Java 21 compatible so far,the previous one had a major memory leak

#

Anyway, did you add some glow to the HP bar when it's full?

hard moth
tired haven
#

Ok. Sounds good, as that feature seems kinda important

#

Let me know once there's a build or changes

hard moth
# hard moth

@viral talon Do you think you can make a music / or have one already that fits this image? Like something relatively calm but ready for battle. Again if you are busy feel free to decline, I do have some placeholder music.

hard moth
#

Options Menu in progress....

tired haven
#

Is it going to be accessible from the pause menu?

hard moth
#

yes

tired haven
#

Cool. It's just like it should be. Will you add a toggle for Vsync and/or the FPS counter?

hard moth
#

No idea what Vsync is, but yes for the FPS counter and also a Timer

tired haven
#

Vsync is the application automatically limiting it's FPS to the monitor's refresh rate

#

Or the name of the technology used for that

hard moth
#

Well I can add options for that I guess

tired haven
#

Cool, not everyone wants their framerate artificially limited

hard moth
#

Ok updates pushed!

#

Even the web version this time

tired haven
#

Ok, I think I'll get it and look at it as soon as I can

#

I just found where it saves stuff. (probably settings)

#

Saving the settings is a pretty good feature

hard moth
#

Oh yes that was a pain to implement

#

Thought I had to do something complicated but found a very simple way to do it

#

apparently it still works for the web version (The saving)

tired haven
#

Interesting. The path is C:\Users\%username%\AppData\Roaming\Godot\app_userdata\Neuro Adventures!

hard moth
#

That should be correct

#

On the godot side its user:// so its easy to find

tired haven
#

Just make sure that if you add more or change it to make the new version capable of reading and converting saves as many versions back as possible

#

You could probably use the save to also save a high score for time survived

hard moth
#

I realized, yah, if I add another setting entry then unless I manually delete the save it doesn't work...

#

Well I can prob just change the name

#

saved_options_v2

#

Does mean the previous settings will be forgotten

tired haven
#

You could automatically check if there are old settings if there aren't ones for the current version

hard moth
#

I think I can do that

tired haven
#

Cool. It sounds like a useful feature for especially while the game keeps getting constant updates

hard moth
#

Forgot to mention, the full health visual effect can be turned on in the options

#

I had it off by default because personally I like the color being the same for full health and not

tired haven
#

Ok. I just came up with the possibility of having some kind of leaderboard, if you want to do that. I could store the data for that if you add it

hard moth
#

Hmm, maybe if I make an infinite version? Because right now you can "win" the game by killing the boss

#

or you mean like the amount of time it took to win, like for speedrunning

tired haven
#

So that's why the enemies stopped in the broken build at one point? I do mean time survived

hard moth
#

Probably

tired haven
#

So if you add that as a feature, I can store the leaderboard itself, a leaderboard server host shouldn't be that heavy to run

#

And my PC is always (pretty much) online too, so it's a good candidate

#

As long as it's designed so that it only accepts the packets that contain leaderboard data, not some random files from random sources

#

And leaderboard requests

#

But if the packets are just text that has it's formatting checked and if they match, it either returns the leaderboard data or adds the data to the leaderboard log, it should work

#

It should just be a txt or something internally. That could be mirrored to my E : and F: drives for redunduncy

#

I kinda have an idea of how something like that would work internally

#

It would be listening to requests on a port, then when it receives one, it checks if it matches the format it should be and if it does, it does what it's told to do when it gets that kind of packet, either read a preset amount from the leaderboard and return it to whoever made the request, or add the packet's data to the leaderboard data

#

Sound doable?

hard moth
#

If that can be done with websockets, probably

tired haven
#

I think ports might be websockets, not sure though

#

Ports are a 16 bit value attached to something to determine what it interacts with when received. (I think)

#

I think you should definitely look into doing that. It sounds like a cool feature to have

cold egret
tired haven
#

Yeah, that should exist

#

But it doesn't

cold egret
#

I even already made one, granted it's pretty bad but still

tired haven
#

Maybe it'll be added at some point

drowsy siren
#

neuroHypers here from the game-jam channel to post some feedback.
It's a fun Neuro game overall though had a few points of feedback as someone with too many survivors-like hours and a sudden urge to essay.

Difficulty & progression:
There are way more defensive upgrades than offensive, unusual for a survivors-like. The only additional weapon is the drones making build diversity difficult. It’s hard to avoid getting cornered when having few ranged options and slow attack rate. The expected feeling of being more powerful than enemies never came.
I think of survivors-likes as power scaling arms races. Winning means eventually being more powerful than the enemy weather that means defeating them very fast or mitigating their damage with healing/defense/mobility. In either direction of offense and defense, I feel like I could never come close to even matching enemy power level. Therefore, it feels like enemy frequency and toughness scales too fast. Another related thing is that I don’t know the end condition. This affects play approach since in some survivor-likes you have to defeat bosses to win so they highly encourage offensive upgrades.

#

Movement:
Movement feels slow and awkward because Neuro follows your movement. Since enemies go for Neuro, it makes her feel more important to pay attention to even though the camera is focused on Vedal. When moving vertically, Neuro gets very close to the edge of the screen where enemies spawn. All together, camera and movement makes it harder to aim, dodge, and collect gears. In a specific case, it’s hard to make precise movements like through enemy line waves.

Upgrades:
Say It Back too restrictive. Cannot aim forward without taking a hit making it hard to avoid running into enemies.
DM Allegations relatively large effect compared to other upgrades with a downside that seems too drastic for being so random.
Many healing & defense upgrades seem unnoticeably small.
Swarm upgrades appears as a choice when having no drones.
Drones can go off screen making it feel like they disappeared.

Overall a great Neuro game though a bit frustrating mechanically as a survivors-like. The art and sound are good and thematically expected for a Neuro fan game. Though the farm music is a bit strange and a bit annoying, it works.

tired haven
#

I agree with most of that, as I've experienced a lot of those.

#

Especially the points about the movement and the say it back upgrade

cold egret
#

it seems the main problems people have with the game just come from lack of balance and feeling unpolished, so maybe after the first boss is finished we should work on balance and quality of life as the next priority

hard moth
cold egret
#

maybe you could add a keybind to swap who you're controlling, so like maybe you have programmer socks on vedal so you want to control him to get him away from the enemies, but then the enemies are still close to neuro so you swap to neuro and take them out

#

the one you're not controlling would just have the ai neuro currently has, so it would basically be the same thing but possibly with some cool new strategies

hard moth
#

Hmm... an upgrade that allows you to temporarily control Neuro..
Maybe "Drilling" ?

viral talon
hard moth
#

Ill either be uploading the next update today, or 4/5 days from now. Going somewhere for 3 days starting tomarrow so wont be able to work during that time. (Its most likely going to be 4-5 days from now unlikely ill get everything done today neuroSadge )

#

My current todo list (For the next update only):

  • 2 more weapons
  • Less enemies near the end (for both less lag and difficulty)
  • balancing for Say it Back and DM allegations.
  • Higher stats on healing & defence for starting levels
hard moth
cold egret
hard moth
cold egret
#

yeah, maybe

hard moth
#

Oh btw can you try making a nuke explosion sfx neuroNuke

cold egret
#

ok, so just a really long explosion?

hard moth
#

Erm maybe like 1.5 sec or somewhere around that

cold egret
#

ok

hard moth
#

Like maybe something like a flash bang / high pitch sfx and the an explosion right after

cold egret
#

oh, isn't the high pitch sound usually after the explosion?

hard moth
hard moth
#

Never heard a nuke go off neurowheeze

cold egret
#

I'll just try a couple different sounds and see what you like :D

hard moth
#

Ok maybe a "falling" sound + explosion afterwards might work, because Neuro is launching it from a rocket.

#

Idk really ill jus wait to hear the examples neuroHypers

cold egret
#

they're all the same explosion sound, only the high pitched sounds are different

hard moth
#

Away rn sadly so cant check, but will do in a couple hours!

cold egret
#

ok!

#

I think I'll try make a couple more now that I know that it's launched from a rocket

hard moth
#

Ok so i quickly took a listen before im busy and I like the explosion part, unsure about the high pitch.

cold egret
#

ok, do you want one with no high pitch at all then? or should I change the high pitch in some way

#

for reference this is the explosion on its own, no high pitch

cold egret
hard moth
tired haven
#

over 1000 FPS pretty consistently, at least in the early game

#

I don't see any effect for full HP, even though it's enabled

#

When the framerate fluctuates a lot, the audio becomes glitchy. It is possible the audio isn't being ran independent of the rest of the game, so lag in the game causes lag in the audio

#

Actually there is a slight change in the HP bar at full HP, but it's very hard to notice. It should be more noticeable

#

I think I can maintain over 500 FPS, at least most of the time

#

But my PC is really powerful, being basically top of the line or more of a low-end server

#

I think it's a bit better now, with some of the more visible issues being fixed, but there are still some issues, like the audio lag and the full HP visual effect being too subtle. At least those are the ones immediately noticeable to me

cold egret
cold egret
hard moth
#

If there isnt I think its good

cold egret
#

I can probably make a whistling sound, yeah

#

I'll make it later today neuroHypers

cold egret
#

I can make the whistling longer or shorter as well

#

and higher or lower pitch

hard moth
#

Good neuroHypers slightly longer may be better

cold egret
#

ok! I'll do that later today

cold egret
hard moth
#

Im back home so I can start working on the game now

tired haven
#

Oh, cool. Does that mean we might get updates again?

hard moth
#

yah, hopefully

tired haven
#

Ok. The effect for a full HP bar is too subtle and hard to see in the current version, could that be made more visible?

hard moth
#

I can work on that yah

tired haven
#

Cool, it's one of the things that was still wrong. There's also audio stutter when the framerate is inconsistent, so you should look into that too

#

I tested the game without Vsync enabled. It runs at above 500 FPS pretty much for as much of the game as I got trough, but that's still a bit worse than I'd expect from a game like this but I'm not sure.

#

I do think the game could still do with more optimizations.

hard moth
#

prob, I think ill first look into optimizing enemies since they are the primary source of lags still

tired haven
#

I think if you get it running on my hardware over 1000 FPS consistently or so, that would probably be good for most hardware configurations.

#

I might test the game again once I get back on my PC today, as it's been a bit since I last played it and I don't remember if there was anything else too major. I also noticed you fixed the gymbag drones showing lv1.

#

And the fullscreen mode works pretty well

#

I should probably try what happens if I put it in fullscreen on my second display, which is not 16:9

#

Running in not 16:9 still causes black bars

hard moth
#

Fairly certain if the proprotions are not exact there will be black bars

#

Don't want to stretch a pixel art game

tired haven
#

You could make the color different

hard moth
#

will look into it if its possible to change the color NeurOhISee

tired haven
#

Maybe make them a color that matches the usual color of the playfield, like green, so they aren't distracting during gameplay

tired haven
#

Do you still think a leaderoard could be a good feature?

hard moth
#

Possibly in the future, but I want to focus on core features for now

tired haven
#

Yeah, that's what I think too. Do you mind if there's other stuff hosted on my system too, since it doesn't interfere with the leaderboard host, as long as it uses a unique port? I think I might get to host a database for Neuro rants soon

hard moth
#

Sure why not dont see why it would affect the leaderboard in any way

#

I also can run a droplet if you cant run the setver anymore

tired haven
#

I can run the server as long as my system is functional and connects to a network, so I don't think I'll be unable to any time soon

#

And I don't see any reason why the host would be affected by other hosts if they don't interact with each other, especially since I'm gonna have 64GB of RAM soon

#

By the way, once you make the host program, can you add a feature to automatically copy the data from the G: (host) drive to the F: and E: drives periodically?

#

That would give the data some redundancy

hard moth
#

Ill see, still pretty clueless about network stuff aside from basic websockets

#

Inuke6000

tired haven
#

That's a pretty good explosion effect. The backups would just be writing to a location on disk, so it wouldn't involve network stuff for that

tired haven
#

By the way, did you make it so the DM allegations upgrade can only take you from full HP to 1 at most like I recommended?

tired haven
#

The underpowered laptop I use for remoting into my PC is handling the game decently. On the first attempt the FPS started around 120 and stayed above 90. The system has a i5-8265U and it's respective integrated graphics. (UHD 620) It's 100% GPU, like most games on this thing

#

Kinda impressive it can still run it that well though, since it's very bad compared to my main system

#

Welp, the lategame is literally less than 10 FPS on this laptop

#

It's literally unplayable

#

This thing is just standing there, doing nothing. Maybe it spawned during a lagspike and broke

#

Actually it follows, but doesn't shoot

hard moth
#

Hmmm, ill check

tired haven
#

I'm currently testing on one of my very bad computers, the one I use for remoteting to my main PC/server

#

I guess the end screen works. Just not the boss itself

#

That time it didn't go to a consistent <10 FPS, but it was definitely not a good framerate, especially with it stuttering a lot

#

How will you replicate the lag for testing by the way? I don't think you'd have a system that's equally as horrible as this laptop

hard moth
#

Unsure, but fps goes down sometimes for me too if there are too much enemies

tired haven
#

Technically you could run it with a very limited amount of resources somehow, although I don't know how that would work. I also don't know if it being an obvious GPU bottleneck matters

#

Maybe Windows' power management settings

#

Or underclock your GPU a lot

hard moth
#

Kinda tired from the last three days (it was Uni prep stuff) so made almost no progress today neuroDeadge hopefully tomarrow will be better.

tired haven
#

Ok, if you're tired, don't work too hard. It's that simple

cold egret
hard moth
cold egret
#

ok, cool!

#

I think I'll make a couple misc sfx that could be useful for anything next, then

tired haven
#

Having a really high chance for cookies makes chicken bakes not appear at all, if the chance for those is low. Unknown if it works the other way