#Neuro Sama Survivors-like
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var cookie_num = randf()
if cookie_num <= ai.cookie_drop_chance:
var cookie = cookie_template.instantiate()
cookie.global_position = global_position
get_parent().call_deferred("add_child", cookie)
already_dropped_item = true
var creggs_num = randf()
if creggs_num <= collab_partner.creggs_drop_chance:
var creggs = creggs_template.instantiate()
creggs.global_position = global_position
get_parent().call_deferred("add_child", creggs)
already_dropped_item = true
Well, here is the code
cookie drop chance shouldn't interfere with creggs drop chance though... unless im missing something
There also still seems to be inconsistencies with the HP displayed vs the actual HP. I just lost while Vedal's HP bar was showing around half and Neuro wasn't colliding (at least visually) with any enemies, trying to go trough an enemy gap with Vedal. I think either Neuro hit something that has a way too large hitbox and the HP bar didn't update to show this (it had HP on the game over screen) or Vedal had way less HP than was shown and hit something
I might add intentional lagg before the game shuts down because it may be that things aren't fully updated before the game is paused.
Could it be that the chicken bakes were being overwritten by cookies, since the enemies only seem to drop one thing?
they're seperate if statements... so not really
Does it run one first? That could make it bias that one
There should be no bias, I use different randf() for each
cookie_num for cookies and creggs_num for creggs
it could just be that cookies are higher level, so they spawn more, and you got unlucky and never saw creggs.
I killed like hundreds of enemies over like 5 minutes, not a high chance
ill try to replicate
The game is single threaded, so one of the random checks MUST happen before the other according to single threading's most basic rule of everything happens sequentially
Does it still try the other one if one succeeds?
They are separate if statements, so yes.
What happens if both succeed?
both the cookie and creggs should spawn
I've never seen 2 items from one enemy
creggs spawn afterwards, so I think if both spawns it should appear on top of the cookie?
I don't think I've seen a chicken bake spawn on a cookie
Ok welp I think the ordering which uses z-as relative may be always having the cookie appear on top of the chicken bake
causing it to never "appear" but still exist
Ill test with the z-index and have the creggs be a layer higher
The chicken bake is smaller, so it makes sense for it to appear on top
yah made a small update that should have creggs always appear on top if both spawns at once
You should add something to bias the upgrade choices to give you things like cookie or greggs upgrades when your HP for the corresponding character is low. That way a situation like that would be rarer.
Since it's often the case that you need the upgrade, but you might not get it for like 10 levels in a row and die
Those upgrades are almost required to get far in the game
Ill be adding "Training Material" (or some better name) that will allow you to upgrade any upgrade of your choice, as long as you have at least lv1
Like Holocure's Anvils
I really don't know much about this genre of games. I know what Holocure is, but don't know much about the mechanics
I think allowing upgrades of choice should (theoretically) give you more strategy and allow for you to choose the upgrade you specifcally need in the situation
It just makes the chance of getting the upgrade you need slightly higher
Since there's basically two chances to get it
It doesn't fully fix the issue with a really low level of healing items being catastrophic if you can't get the upgrade
If we have the "Training Material (AKA Holocure Anvils)" the chance of getting the exact upgrade you need, given that there is a traning material unused somewhere,
You will have a 100% chance of upgrading the upgrade you need.
Is it a thing the enemies drop?
yes
That makes more sense
I can prob make it guranteed after a while though
why?
Anvils aren't auto-pick ups, they lie around until you use them
so you can save them up for when you truly need them
and upgrade whatever specific upgrade you want
Well, just having another upgrade to randomly get that's basically a wildcard really just adds two chances to get an upgrade
If you need to get it from levels
No no, if you use an Anvil, you can upgrade whatever upgrade of your choice, that you already own.
I understood how it works
I was saying having it be another upgrade from leveling up wouldn't make sense
The enemy drop thing works well
Its not really an upgrade, but a drop, like a lootbox of sorts
though, in holocure there are upgrades to increase the drop rate of anvils, idk if I will implement that
You can do whatever you want, it's your game
I kinda found it pretty useless when I played holocure
Ill prob have anvils be a random drop, and if its not dropped after an amount of time, it is a forced drop (for less randomness)
Will it be able to drop multiple times?
ofc
Sounds like a cool feature. If you wan't to make sure it drops by some amount of time, you could make it's drop chance increase by multiplication until it drops
That way it has a higher chance of dropping the longer it hasn't dropped for.
For example, if the chance is 1/1000 at one point and the multiplier is 1.1, the chance would become 1.1/1000, then 1.1*1.1/1000, then 1.1*1.1*1.1./1000 and so on
The chance increasing like that makes sense (to me at least)
Then when it drops, reset the chance to the original value and start again
You can make the trigger for the multiplication basically anything, time, enemies killed, levelups or a combination of things
By the way, which version of Windows does the game target?
Well, I'm on 10 because 11 is trash anyway, can't recommend
But do you think the game would run on anything earlier than 10?
Actually, didn't we see it running on 7 earlier?
don't see why it won't
Yeah, it's been tried on 7 already
But I could try XP, I think it has some differences quite low-level in the OS
How much RAM does this need?
Haven't tested specifically for RAM, so rn unsure.
I have 2 XP machines, one with 256MB, and one that might be broken with 1GB
done with developing my nuke (in my game. if any federal agency is reading this I am not in possesion of an actual nuke). Testing now.
Interesting. I might try this on XP if I have time at some point.
But I don't think 256MB would be enough
Well, maybe to get to the titlescreen, but probably not the game itself
The titlescreen uses 75-100MB according to task manager
What graphics API does this use?
That seems like a decent list of features. I guess you'll at least make those before an endless mode
Progress for today. Uploaded what I had to itch so you can playtest if you want.
Yellow is for tomarrow green is for the day after
is it random or does it drop where your mouse is?
also does it hurt the player?
It seems highly likely the music doesn't work well with either very unstable or very high framerates
Seems like other sound effects are also effected
The iNuke6000 upgrade descriptions have inconsistent wording
lv3 iNuke says 1.5s in the upgrade and lv4 says 2s
iNuke drop interval seems inconsistent
There is an unreasonably long pause in enemy spawning
iNuke sound effect continues to play while paused
This makes the sound desynced from the animation
Level bar movements can be extremely delayed
The knights spin (seems like pathfind conflicts)
The say it back upgrade feels way better to use now
It's no longer instant death
The slimes also spin
I think Neuro also spins
Might be that all the things that use pathfinding can spin
Giving exact damage numbers seems pointless, since you have no reference for them (iNuke lv1 description)
The enemies from formations should have a disappear animation
The DM allegations upgrade seems to be very overpowered for Vedal, as Vedal doesn't usually take that many hits, while Neuro is the one that does, basically making Vedal invulnerable to the few hits he does take
Random black lines appearing on the screen (vertical) could be connefcted to very high or unstable FPS
this could be fixed by having visible hp bars with numbers for the enemies
Yeah, that would work
also, exact numbers on the player hp bars could be good as well
That would also be cool. Just make a toggle for it in case someone doesn't like the clutter that could bring
yeah for sure
There is reoccurring black lines appearing on the screen
They can be very distracting dependent on the situation
The big knights spinning is really funny
they just like dancing
Overall I think the game feels better to play now, but there's some weird bugs, especially (probably) framerate related bugs. The bars are basically never giving accurate info, especially with the level bar, which just goes all over the place. There are some issues with the upgrade descriptions for the new iNuke upgrade, like inconsistent wording and values. The audio doesn't like high or unstable FPS, becoming noticeably stuttery.
The new say it back upgrade feels good and like a mobility upgrade for Neuro. The balancing might need some work though, especially the DM allegations upgrade, which seems way too powerful, since Vedal usually doesn't take many hits during a game, since he's very easy to control, being able to be controlled directly, with Neuro's follow Vedal style controls being hard to control in their default distance, becoming better with the say it back upgrade (the say it back upgrade does feel great to use now)
That's my thoughts on the latest version summarized for now
Unsure still what causes this. I haven't encountered it myself. WIll test.
Seems like sfx doesn't get paused when the game is paused... ill look into it. Though if the sfx is already played I doubt I can do much about it.
Can you share a screen shot? Doesn't seem apparent to me, but I never looked into it. will test.
ill prob switch them out for something abstract. For nukes there are two things that are upgraded. One, the frequency of fire. Two, the amount of time between the red warning circle appears and the nuke actually goes off.
Im thinking of dividing up the "DM Allegations" so it becomes like
lv1: ignore 50% damage (and accumulate with chance)
lv2: ignore 75% damage
lv3: ignore 100% damage
Well, I have 500-1000FPS
Just play a fev levels and pause the game
Level bar does not instantly update, if that is what you are encountering
there is slight latency for an animation, so if you pause the game it won't be exact.
But I think sometimes it keeps moving minutes after the pause
huh
And sometimes it seems to go backwards
It really seems like there's something extremely wrong witht the level bar
I can try to get a capture of it
Oh by the way, the menu music doesn't loop
It's a 7 part archive, can you decompress those?
The video where I test the level bar
It might also have the audio bug, assuming it gets recorded, maybe even the black lines
Well, I guess I'll send the archive, just don't touch it until all 7 parts appear
You will need all 7 parts to be able to decompress it, it only has one file inside
It's almost 700MB
Whh
Why
Also I have checked the level up code and there doesnt seem to be anything wrong surface wise
The 700 MB is probably because it's 1440p 60, I can try to reduce the quality, but I don't know if some of the other bugs will become more difficult to notice
Especially the black lines bug
So wait the exp bar suddenly moves sometimes even when you arent picking up exp?
Sometimes it does that, it feeks like it's taking forever to move sometimes. In that recording there is a part where I pause for like 30 seconds and the bar keeps moving for most of that
I can send just that part
Also the FPS drops a lot for some reason there during the pause
How fix?
Are you using the browser version? if so, try the exe version
I was gonna test on browser, yea
What OS?
Can you check what it is in task manager?
That's the CPU, I need the GPU
Couldn't find
I think that would be a lot more balanced, good idea
Then there is no driver (probably)
Huh
Go to device manager and look for display adapters
I think it's CPU rendering everything, or using a chipset basic GPU
Could you get me the laptop's model
Not sure how
Search for system information from the start menu
Please note that some of that information should not be shared
I assume this is the information you wanted
Looks like it
It is likely it's using a chipset integrated GPU
Or media accelerator might have been what it was referred to as in the documentation
I see
I think the documentation also mentioned a PCI port, you should see if you have one
Or PCIe, not sure
What's that?
It's an expansion slot used ususally in desktops, but sometimes in laptops and embedded systems to connect high-bandwidth expansion cards, like GPUs, network cards, SSDs and more
I see, then I do have that but do not have the money to get a new GPU
I think there are really affordable new GPUs in existance, and there's also used ones, which basically cost as much as a box of screws
It really only needs to support OpenGL 3
For this game at least
I might get one, one day but not in the near future
I'd recommend checking the laptop for an expansion slot first though, to make sure you have it
Is it the big plug in on the front?
What does it look like?
Is it anything like this (this is x16 PCIe desktop)
This is x1
If the port looks like that, it's likely a PCIe x1 slot. You'll need a riser for it to adapt it to a x16 for a GPU
Something like this thing
I don't think they cost much either, but you probably need to find a way to power it
Can you recommend me any other fangames I can likely run?
I don't know of fangmes you'd likely be able to run, this is probably the one with the simplest graphics
Pain
I think your laptop just might not be cabable of much more than web browsing, at least without additional hardware
Is that the old name for Gamemaker? I've had experiences with Gamemaker games running on really old hardware, but this game is Godot
I can also run that one Neuro rhythm fangame
Gamemaker is completely different from RPGMaker lmao
Different companies
And different engines
I guess it is. Maybe it's as compatible though
Rhythmic Recovery
Where is that?
Can you give me the link?
How does that work? Does it have a browser version too?
It's Unity based, which is often pretty hard to run. Let me just look around and see if I can figure out what graphics API it's using
It might just be using some very basic renderer from 20 years ago or something (which is lucky for your laptop)
Well, if it's a graphics API thing, the only way to fix it would be to make the game not need the API, or upgrade your hardware
Can you get a screenshot of the exact error Neuro adventures gives when you try to run it?
I've had to wait longer before
The API is form 2010, what year is the laptop from?
No idea
This is when the graphics adapter it says your laptop has was released. It's 3 years too early
Oof
The only existing fix would be to upgrade the hardware
Well, not like I can afford to upgrade anyway so not worth complaining, can at least do what I want for the most part
Alright
Actually, there might be another way
?
I just found out software rendering these things exists
What does that mean?
Installing a program to basically use the CPU to render the Graphics instead of the GPU, which should get around a GPU support limitation like this
Reading into it now
That sounds dangerous for my laptop
Well, it's better than no API support. I'll make sure it's not any random malware though
https://fdossena.com/?p=mesa/index.frag Try this one I guess. It seems to have fixed it for others too
Get the 64 bit version, and put the DLL next to the exe
In this case it's actually a DLL that replaces the one that comes with Windows with another one that uses the CPU to render graphics instead of the GPU.
Did you try it, or do you not want to for some reason?
I just don't feel comfortable running things I don't trust on my PC
You don't really need to run anything other than the game exe, the exe just uses the dll to determine what it should do. Also, I already checked it and trust it.
I just checked, it doesn't run 3.3 for some reason, I'll try to find a different solution
I found one on Github that seems to actually work (I ran it in a VM to make sure) You could try that https://github.com/pal1000/mesa-dist-win/releases/tag/23.3.5
You'll need 24.0.0 release msvc
Inside there there's a x64 folder, inside which is the needed "opengl32.dll" file
Thanks for the suggestion but I don't really wanna, I might upgrade someday though so I'll try out the fangame then
I think you should really try. I tested it to make sure it's safe
Virustotal also says it's good
With this you wouldn't need to upgrade
Maybe there should be a CPU only version of this to fix OpenGL issues like that
Basically just the software renderer but built-in
Ok welp ill double check that part of the code. Especially on what happens when the game is paused.
Seems very wierd.
No clue what may be causing it
was sick so got not progress done 
Once Halo & Training Material is done I think ill go into refractoring
so no new updates but just a lot of bugfixing and optimization
like the exp bar thing
That stuff is still important, so definitely try to get it done
I think ill make the "Anvil / training material" thing to upgrade stuff the 4090
Sound like a pretty good idea
Ok so I also found the spinning enemies bug. Maybe a result of switching directions too fast.
Might add some kind of delay to that
Well, that's interesting. It's mainly a visual bug, but the more bugs fixed, the better
Did a full game play. Fixed the too long pause, and here is the data during
I prob should do a no fps cap gameplay
That would be a good idea
I've had a bunch of oddities running the game at uncapped framerates
yah... I'm encountering much higher stuttering without the cap. The exp lvl bar thing may be a result of the uncap
Like the 50fps feels way smoother to play
The high stutter also seems to cause audio stutter
yeah add a small delay of a few frames before committing to switch directions. i added the same and the visual clutter when lots of enemies were on screen became a lot more bearable
The no fps cap also caused my laptop fan to go crazy
I feel like it might be good idea to just not have that (Vsync disabled) as an option
here is how i added my flip delay. probably not the best solution but it works 
I don't think making Vsync always be on is a proper fix, just add an option to set a manual max framerate and keep the option to have an uncapped framerate
I think I might have recommended that as a setting earlier already
tbh for a survivor-like i don't think its such a terrible thing to cap fps. some even cap it at 60 regardless of monitor refreshrate
I like having a high framerate, just because I can run it
Welp I mean ill leave the option to disable it for now, too much work to remove it (also will make settings for future versions not compatible)
i just want to be above or at 60fps anything above is just nicer but not necessary especially for a survivor like
I think ill look into ways to encrease the cap, insteade of disabling Vsync all together. (but later feature)
what is offset.x ?
Nvm I think I figured it out
By the way, there were issues with someone not being able to run this due to lack of OpenGL 3.3, which also tells me this game uses OpenGL 3.3. Apparently there's a dll that can be used to software render OpenGL graphics, so maybe you could make a version with that dll or something, so even more systems could run the game, including ones befor 2010 (the year OpenGL 3.3 was released)
Do you want that dll?
I tested it myself, it's at least not malware, and the game just ran with it
is there github
Yes, the link is here
It's in the release, in path x64\opengl32.dll
This works pretty well 
Ill go check it out, but idk how to implement it within the game
It's actually pretty simple, just put it next to the exe
Then just have a software rendered version
Though the question is, do computers that don't have opengl 3.3 have good enough specs to run the game in the first place?
Not sure, will check that maybe on the old Win7 machine, which might not have OpenGL 3.3 support
Alright, that machine is booting, I'll tell you what happens with the game
Missing another dll, will go find it now
Welp I guess list expanded
Did not work on win7, might be the dlls, trying on a win10 machine next
It runs there, but not sure if it's software rendered. I actually had to remove some of the dlls, so it might run on the Win7 system like that, I'll try it again on there
(btw you can ping reply on me.. otherwise i might miss stuff)
Apparently getting it to run OpenGL 3.3 might require some tweaking of environment variables for some reason, I'm pretty much stuck at this point, but at least it might be possible with enough reading to get it to work. I can send the package with the application and the required dlls that should run if used correctly, I couldn't get it to run, but it's definitely trying to use the dlls.
You can then read more into the documentation
Made functionality for the choose whatever upgrade thing just gotta draw the actual 4090
Cool, the functionality is usually harder than the graphics anyway (usually)
Welp I just used the same function for level up upgrades but instead of sending 3 random upgrades I send all existing. Hurray for encapsulation 
Well, reusing systems is quite convenient in programming
NGFX 987? (Neuro Graphical FX)
That's the best I can think of
Or maybe Gymbag Graphics
Well, I don't have many ideas
Neuro Training Xtreme 4090 maybe since its for upgrades
That could work
maybe like LLM training data 4090 in that case
although shortened that would be LLMTD which is a bit of a mouthful
I feel like instead of a 4090 it should be a USB drive or something, since a graphics card doesn't really make sense for giving combat upgrades
was thinking like graphics card since they train the AI models
??
I don't know much about ai but I'm pretty sure they're not trained with graphics cards?
Yes, AIs are trained using compute power most commonly on board a GPU
The CPU can be used, but the GPU is better for the kind of compute tasks required for this, especially since they started including dedicated tensor cores
huh, interesting
The GPU is just better optimized for this kinda task
Well, I guess that would probably be a common mistake in thinking
I finally got a chance to play the new version btw, and it's improved a ton! I really like the new main menu, and I didn't have any performance issues so I really think that it's mostly the unlimited fps that causes issues. I like the programming socks change as well, although I do kind of miss the hilarity of Vedal running around at mach 10
yah uhhh I had a programming error that caused Vedal's speed to increase based on the percentage of the previous speed (upgraded) rather then the base speed.
basically instead of
100 +10% of 100 -> 110
100 +20% of 100 -> 120
It was like
100 +10% of 100 -> 110
110 +20% of 110 -> 132
leading to superspeed Vedal 
Shaders

I hope nividia doesnt sue me for this, its a NTX (Neuro Training Xtreme) 4090 not an RTX 4090 
I don't think they'd care about a small game like this.
I know, I wish the game was big enough for em to care 
Well, even big games get away with it if the slightly change the name.
Function for NTX4090 drop chance. There is like a 98% chance it will drop at killing 600 enemies so unless you're really unlucky you're going to see at least 2 in a game. Though, you probably will se a whole lot more usually.
Unless I somehow skrewed up my math 
Seems good enough for me
The next update will be a Release Candiate and once im done with bug fixing that version ill do a full release (with trailer).
Have no clue how video game releases are usually named
They just call it v1.0
I guess thats simple enough
That is pretty simple indeed
ima just call the version that currently exists 0.9
Sounds logical, although I've many times seen versions like 0.17 and things like that
The main part is just that the first number or the major version is 0, indicating an unfinished product
I changed the nuke warning from red to pink, because Neuro is actually safe from the nuke.
Pink: Safe for Neuro, not for Vedal
Red: Unsafe for either.
Makes sense
ooo, I can probably help with the trailer depending on what you're planning
Oh wow, you're so skilled that you won in 2 seconds! 
Probably something similar to the Abondoned Archive trailer, like several gameplay clips + the game music
ok, well I'm ok at editing and can record gameplay so if you need help let me know :D
made a sound, I was thinking it could be good for when the player hovers over menu buttons but you can use it for anything :D
As long as you're OK with the trailer being published on my channel & other platforms like itch (with proper crediting to you ofc.) you can make the video if you want! (When the release ver. is ready, I can share the details then)
I did edit & make videos as a hobby before but rn more interested in game development
so would be great if I can not have to worry about the trailer.
oh ok, cool! In that case I will make it once the release version is ready :D
I will make it either way, but are you ok with me uploading it to my channel as well once it's made?
Sure! I don't see why not, feel free to make any kind of video of the game (Its open-source anyways)
ok, awesome :D
Ill prob be uploading ver0.9 (pre-release) in ~ hour or so
Cool, I'll look at it once I can
By the way, for the release version, you should get an icon
For the exe itself
nice, second try i won, the gaslight plus greggs and filtered combo is very good, also some cookies
i really liked it
The menu music still doesn't loop
I just played the new update as well, and won for the 3rd time ever! I had max nuke and max angel wings because I wanted to try out the new upgrades, and both of them are really fun :D
Also, DM allegations is still pretty op imo, I had it and gaslight and cookies and was pretty much invincible
I did end up having some lag near the end in the browser version btw, I think it's just because of all the things going on in lategame like nukes and a bunch of enemies, also it sometimes lags a bit when a 4090 appears
Also, a boss hp bar would be really good to add
Either I got extremely lucky or there's something wring, but I had 3 4090s spawn in really quick succession. They were completely useless though, since I didn't see the cookies upgrade once that run
And Neuro's HP ran out since there wasnt's enough cookies
And on this next run there's 5
All in pretty quick succession
And it's now 7
I feel like the spawn chance is only reset when you use the 4090, so if you don't just immediately use the first one that spawns, you can gather up a ton of them and get way too many upgrades
The game can become extremely laggy on this underpowered laptop, but that might be the lack of a proper GPU. It runs fine most of the time
But the lategame especially is still super laggy.
Will check, that is pretty unusual
Ok so the chance resets every time a 4090 spawns, so I think you may just have been incredibly lucky
Were you killing a lot of enemies at that time?
Can you try replicating?
I have replicated it like 4 times
Hmm, may increase the chances of being hit with accumulated damage for the dm allegations, but honestly don't know how to balance it well. May end up replacing it with something like a turtle shield maybe
Did the boxes drop consecutively? Or after killing some enemies? Because the cahnces they drop consecutively should be next to zero
There were a few enemies in between, some of the fastest drops were almost immediately after just a couple enemies
huh
Either I'm stupidly lucky, or you messed up something somehow
Do you usually pick it up immediately after or let it sit for a while?
I let it sit
I only use it when there is an upgrade I need quickly, which happens to be the cookies or creggs most of the time obv
Well, could it be something to do with the specific hardware I used? It's the underpowered laptop that I use for remoteing to my PC
its random... so not really
welp simulating and printing out the probabilities
Seems normal to me
I think maybe just very lucky
I guess somehow I just got very extremely lucky 4 times consistently. Did you test with or without Vsync? Vsync seems to cause many of the bugs in the game for me
with the vsync enabled
Or the lack of it I mean
I think I will be removing the ability to disable vsync for the release build
causes too much issues
and a lot of lag for me
I may return it only when I have the solution
I like being able to run higher FPS than my monitor. Maybe make it just that you can increase the FPS cap, but not completely remove it
At least until it's fixed properly
I usually run games at higher framerates like 240 when the game allows for setting a custom FPS cap.
Even though my monitor is only 165Hz
Maybe just add a slider when Vsync is disabled that lets you go up to something like 500 FPS, but not higher for now
Then if you figure out how to fix the FPS bug, just add an unlimited to the end of the slider
What I mean is a solution like that, currently no clue how to cap it, or if it is possible
It might just be to calculate how long a frame took, and if it took less than the time of the FPS cap max framerate frametime, just wait until the rest of the frame has passed. That's pretty much how Vsync works too, it just takes the cap from the monitors refresh rate
You just have to make sure frames last at least the minimum time
I just work within Godot's process and physics_process
so really if Godot allows for it I can increase the FPS cap if not then idk how.
You should look into that then. I think most engines should allow for at least some low-level control over their functions
will try, either release or a patch after that
but currently focusing on making the game as a whole not lag
Ok. By the way, do you think it would be possible to make the game detect when a new update is released?
Unless I make a launcher for the game, probably not
Well, maybe if you make an endless mode and add a leaderboard, since that would already need a server, why not add a feature to the server where the server knows if there's a new update, and if it finds a client with a lower version, it notifies them of the update
Does that sound like a possibility?
if there is a leaderboard, prob yes
Well, that would be a cool feature. As I said, I can host the server for it on my PC/server. It has so much CPU, storage and soon-to-be RAM that I'm not utilizing all of it on my own
By the way, the Neuro rants website I'm also gonna be hosting is running now, only waiting for the domain stuff to be sorted out
So I can definitely host stuff on here
Ok so I may have found the problem
for the fps thing
disabling vsync does not work for compatibility, which is what im currently using
What is "compatibility" in this case?
Ok, kinda what I expected
Well, you should try that then
doesn't work.. sems like the game just breaks if Vsync is disabled
Apparently the renderer that uses is lower-level than the one in the other mode
Or the rendering backend
That could be why
Both renderers doesn't work if I disable Vsync
I think the process and physics process gets messed up if I do
won't bother it for now, going to focus on makign the game less laggy when there are lots of enemies
capping FPS doesn't help either.
Well, maybe you need to look into that at some point
Possibly, but I think game works fine with Vsync enabled
But if you disable the Vsync setting for now, just keep it in the settings file and ignore what it has there
So you don't have to make the settings file different for that
So will you just make it always keep Vsync until you figure out what's broken?
yes
Ok, I guess you should just make sure to come up with a better fix later, but for a temporary fix that's good enough
It's just a bit inconvenient that it means I can't run a smoother framerate
By the way, do you think it breaks with Vsync if the FPS goes above 60 or just when the FPS is above the monitor refresh rate? My main PC monitor is 165Hz, and above 60Hz monitors are really common
And Vsync isn't a 60 FPS cap, it caps the framerate at the monitor refresh rate
Unsure, I tested with disabled vysnc 300 fps cap and didn't work.
Is your monitor 60Hz?
If your monitor is 60Hz, you really can't test if it breaks above 60 FPS or above the monitor refresh rate
If I knew how to tell if it breaks, I could test on my system, but I have no idea how to tell if it's broken
Have two, unsure what is each
Cleaned up and made the credits scene
May add loading screen cause in the web build it takes some time for map to load
The map load takes a while on this laptop too
This can be checked in windows' advanced display settings (or whatever it's called)
so according to the Godot profiler which I found out exists, the physics 2d is the resutl of the drop in fps when there are too many enemies
more specifically the hitbox
Well, why not disable the hitbox when it's not needed (although I don't know when that would be)
Thought of disabling the hitbox when the AI or Collab Partner is not close by... but then I need to create another Area2D for that which would defeat the purpose.
Is it caused by area covered by the hitbox or the number of hitboxes?
testing rn
seems to be because I used collisionpolygon2ds, with collsionshape2ds not much lag
will attempt some fixes
Well, would be cool if you managed to fix the lag, it's really annoying on this underpowered laptop
welp I think the simplest fix is switching all my enemy collisionpolygon2ds with collisionshape2ds
tested by disabling collision polygon2ds and switching to collisionshape2ds, and the game only dropped hard in fps when the collisionshape2ds were activated
I guess you need to do that then
Better take longer and release a functional game than be faster with a more laggy game
Its pretty easy to change just means slightly less accurate collision detection
Or slightly easier for the players since edge parts of enemies wont cause a "hit"
200 Kobolds no lag 
That's a pretty good result.
Will you release a de-lagged build or just leave it until the release build?
~ 300 kobolds + marches also no lag
1000 kobolds still causes a lag but I dont think there will be a scenario where there are that many enemies in the game. If that happens you screwed up really badly.
I might release a de-lagged build like soon
cause ill be busy for another 3 days and wont be able to make the release build for about that time
its LNY
I think changes to core parts like collision will require testing anyway. Let me know once that is out, I want to try it on this underpowered laptop
This laptop is the ultimate performance test
im gonna see whats the max # before it starts lagging and then publish
Ok
At 200 kobolds, even if they are all in one place, it works fine.
At 345 kobolds (Current number of enemies per wave, though, obviously, since you're killing them as they spawn, there will never be this much at once.), there is no lag unless they all happen to pile on one spot. Seems like calculations are being done for each overalaping enemy even if they're only supposed to search for the player. They are in separate layers though so idk why they are doing that. May research into this further later down the line. Not a huge issue though since if they did pile on one spot they would be all killed very easily.
At 500 kobolds there is lag even without them all being in one spot.
Those are still pretty good resluts, since before it would lag even on my extremely powerful PC in the late game
Sounds like you might have found a multithreading button
With "Run on seperate Thread" on. I think I may have 
Welp seems better so ill keep it on
That's a pretty stable framerate
I wonder what it'll be like on this underpowered laptop
Once you're done with optimizations, you could call that v0.9.1, since it's not a major version, mainly focusing on optimizations and fixing stuff
Yeah, 0 95 doesn't really make sense
I've never seen anyone use 0 95 as a version number
uploaded
Cool, I'll download it and check it out shortly
Apparently I can change display names so changed to 091
I downloaded it on my main PC now (remotely), but I'll still have to send it to the laptop, which is gonna take a bit of time
The menu music still doesn't loop
pretty confused, cause that never happens to me
Do you always test inside Godot? If so, this could be a standalone build thing
will test with exe
I'll test it later on my main system to see if it happens above 60 FPS, since that has a 165 Hz monitor
If it still happens on high refresh rate monitors, it might need to be actually fixed, since high refresh rate monitors are common, and forcing someone with a high refresh rate monitor to play at the usual 60 FPS could annoy them (I would be annoyed at least, since I'm used to 165Hz)
I picked up all the 4090s from the first batch, and there was a while of none spawning, then I got 2 back-to-back
Having that many 4090s just makes the game extremely easy
Welp tried my exe ver and worked fine
Normal chances
I may just make it so that you can't get it back-to-back
So at least 50 enemies need to be killed before another 4090 drops or something.
Sounds reasonable. The framerate is perfectly stable on this thing now, even though this is so stupidly underpowered
So the game has now passed the performance benchmark
It's also much more playable on this thing due to the high framerate
There is still a bit of stutter when the magnet is pulling in a lot of items, but it also might be better than before
So basically preformance improvements everywhere
Actually it seems like having the maximum magnet radius causes consistent stutter for some reason. That might be something you want to look at
ill prob just remove that, maximum radius is too big I think
The stutter from the magnet is actually really bad
Removing that really high radius might be a good idea. I too think covering basically the entire screenspace is too much
Having DM allegations 3 makes Vedal basically immune to all damage
It might be too powerful
pretty much imune
though last time I used it
I died shortly after
I raised probability to 0.5 % 
so 1 in 200 hits
Vedal doesn't take that many hits though, Neuro does
I might completely re-form that upgrade in the future, its really hard to balance properly
Unless you have max level gaslight
I haven't played with that upgrade that much, it really doesn't seem good enough compared to the other upgrades most of the time
If you have it max level Neuro should be able to avoid 90% of all attacks
Basically DM allegations but makes Neuro immune instead of Vedal
at the cost of directing most attacks to Vedal
Interesting. By the way, I think the game's menu system could work with only keyboard inputs if you added support for navigating menus with the movement keys
You don't have to remove mouse support, but supporting keyboard in the menus would be a convenient feature for some
That would be especially useful on laptops without an external mouse attached, since it would allow for the game to be more playable. Maybe even add an option to change aiming attacks from the mouse pointer to a cursor controlled with the cursor keys or something, that would also help laptop standalone users
You should start adding qol features like that nearing the release, to have the game be as playable as possible
I feel like this part might be a bit outdated, isn't there a boss in the game now?
Ill need to completely re writr that yah
if you want even more performance you could use the physics server. Shouldn't be the hardest switch tho it does make it a bit more complicated
cooked new function for the 4090. <50 kills no chance at all, and then till 300 kills a stable 0.2 percent chance, and after 300 kills the percent increases by 0.2 per kill which makes the 4090 pretty much guaranteed by around 400 kills.
Basically I stole a typical gacha game pity system
But should allow some randomness while guranteeing that you don't get them too often, but also even if you have terrible luck you still get ~3 per game.
That should fix my weird luck bug (hopefully)
Back from LNY hopefully either today or tomarrow I can get a v1.0 candidate out
Cool. I hope it doesn't have too many bugs, but if it does, I can help in finding them (probably)
By the way, 1.0 candidates are often referred to as "release candidates"
For the first release candidate it's usually called "release candidate 1" or something similar
rc-1
v1 rc1 is out!
I am hoping most of the bugs are fixed
Also added character selection page (though only one choice for each obv) and a custom cursor.
Cool, I'll check it out at some point
Would you mind playtesting the game again? I've implemented a lot of the suggestions you listed, more specifically more offensive upgrades.
i love that
Seems like you didn't add an icon for the exe yet
in case you need help spriting, i'm available
Not yet, thinking of either the dual swords or Neuro running
what is the general resolution (for single tiles) of your graphics
The window is 640 x 360, tiles are 32x32
The window can be resized though
The game files & assets can be found at : https://github.com/KotgeDev/Neuro-Adventures
if you want to know the resolution of the different pixel art
Would you then mind remaking / editing the icons for the upgrades? Currently they're just a mess of copy-pasted existing art from all over the place so they're not really consistent.
They should be under assets/upgrades
is there a way to simply download the entire folder?
I can post all the pngs here if you want
that's not the issue
I also have the aseprite file but unsure what program you use
i just use mspaint
Wait so how should I send the files?
i'm currently trying to figure out github (haven't used it a whole lot)
there it is
Yah that should download everything
do i have to do anything with the import files?
no they're just for Godot
Atlast method? 
basically putting all icons in one picture like this
A texture atlas is a file that contains multiple images in one image
and then telling the game where to look
you'd have to figure out how to make the game know where to pull icons from
it should be well documented
Shouldn't be too hard
it's a widespread and common method, because it has a lot of pros and pretty much no cons
And I can store each icon's frame # instead of each icon path
exactly
it could be in form of an array for example
and in the array the frame numbers are linked to pixel locations
that's how cookie clicker seems to do it
Btw, if you want the icons without their background (red/green boarder) I can post them here if it will help.
And I plan on adding the red/green boarder with transparent gray background seperately so you can make / edit the icons without them if you want (Doesn't matter either way)
since you have already made spritesheets, an atlas shouldn't be too difficult
btw the icons already look pretty uniform in style
in fact i don't see any problems with them
Thats good to hear, though I did make most of them by pulling existing art from the game, hence why I was worried they weren't that uniform.
existing art from what game?
now you've got me confused
you took the art for this game from this game? that's a paradox
well for the icons, yes, I re-used art from the game
i don't see any problem with that
since the icons are supposed to represent the things in the game anyways
I guess
Aside from the icons, (which I still do plan on touching up a little more since they were a bit rushed) sprites I need are probably environmental sprites (i.e. rocks, trees, and bushes)
so if you want to make some sprites there is also that
I'll have to go
now but will answer any questions in the morning or bug reports
nero gam
(Personal preference) Character stat values aligned right for readability?
Name: Neuro sama
HP: 45
Speed 75
Character weapon information?
iNuke multiple explosion sounds gets a little dank. Feels like the most consistent and powerful weapon despite feeling slightly controlled random.
Dual strike feels weak compared to other upgrades since itโs harder to aim and more risky to use.
Say it Back feels much more useful now that with other weapons aiming isnโt as necessary. The closer following though dangerous makes movement feel better as there is less delay to moving Neuro.
Gaslight hard to tell when itโs activating.
Rum feels much harder to use than wings & iNuke while having seemingly less payoff. Felt like a chore compared to other quicker weapons to aim when I had to wait to see if I missed or defeat my target.
Difficulty scaling a bit too high at the start. As I was trying to learn the movement I felt I couldnโt with the stress of enemies surrounding me.
The enemy spawning feels completely random so I was in constant fear I would get randomly trapped. Enemies can spawn in directly front of you on the screen if near a wall.
The weapons you directly control felt like they took a long time to defeat priority targets (nearest/in the way). As a result I felt like I was constantly running and dodging the priority group of enemies while simultaneously looking out for random new enemies, aiming rum/dual strike, dodging/timing my own attacks, and moving exaggerated turns to compensate for the relative delay in Neuro movement. At times it there was too many things to keep track of with little room for error since healing was rare and running into enemies most often led to taking repeated damage.
I made it to the boss once out of 3 tries but due to the above difficulty points, I felt I couldnโt deal with them while constantly surrounded by enemies.
Overall the game is much more fun with the addition of wings/iNuke. Dodging them was interesting and they made me feel more powerful even if it got overwhelming.
not sure what you mean about the iNuke explosion sounds, do you mean it needs to be sharper or something?
dual strike and rum used to be a lot more useful since they used to be pretty much the only offensive upgrades, I do agree that they need a buff now
I will probably make a sound effect for when gaslight and/or allegations activate, which would fix the problem of it being hard to tell when they activate if Kotge does use it
also it might just be me but the github version of the game seems to be broken and only spawns kobolds right from the start
the itch version is fine tho
I was referring to when the iNuke has a multi fire upgrade there is overlapping explosion sounds making the total sound louder.
oh, I see
Erm probably my test version when I was testing how many enemies I can spawn before I lag the game 
Sfx for gaslight & allegations seem like a good idea 
And buffs for rum & slice makes sense
MAKES SENSE LOL, i WAS VERY CONFUSED
oops sorry
I had caps lock on
The menu music loops mostly correctly now. It just clicks a little when it does
How did this happen again. (I did not see what kind of delay there was between them, so this might be actual luck)
The game does feel a bit more balanced interms of 4090 chance. DM allegations is still broken. There should be something to display the boss' HP
Seems like feathers can be shot while paused, if a feather was started before the pause (the pink line is there but not the feather)
lv3 -> lv4 gaslight is a really big jump comared to the other levels
gaslight 4 + DM allegations 3 = no damage
The weird black lines bug is still there
Nice catch, will fix that thanks.
When is this happening?
Will also look into that, though some of it is on purpose to have the last upgrade be more stronger then the rest
Randomly
Can you try taking a screenshot when it happens?
It's literally one frame
Sad, I cant seem to re create it.
I think it might happen when the game lags, so try to get it to lag somehow
It's not that noticeable, but it's a thin vertical black line
Ok so I can't seem to figure out why that is happening and I can't recreate the issue... did a feather ever move when the game was paused?
A feather can spawn while the game is paused, even if it's not yet spawned, as long as the pink line appeared before the pause
I don't think it's lag, it's fully consistent
It doesn't move, but I can get the feather to start moving faster than it would without a pause by pausing when the pink line appears and letting it spawn
I made the rum splash stun all enemies stepping in. Hopefully makes it more viable.
1s at lv2 and 3s at lv5
For DM allegations, another fix im thinking of is making it a upgrade that allows users to withold x number of damages (and press a button to take them). Essentially allows players to ignore damage now and take it later when they want to (like if there are more creggs available.)
That could work, but could also be confusing
True, would have to make it very clear how to use it
Confusing mechanics are one of the most common issues in games
Is this on Itch? There aren't any pins; if there is a link, I'd pin it.
A pinned link would probably be a good idea, but only mods can pin things
Oh seriously? The creator of a forum post can't make pins in the forum post?
I guess they can ask a mod to do it but dang
That's basically what they have to do
TY, I'd managed to scroll up enough to find it myself
The drones don't seem very good in comparison to, say, the starting attacks
I had 4 of them and 2 upgrades and I feel like those 6 levels would have done a lot more in terms of dps if I'd put them into anything else
Also a lot of survivors-likes forget that as they add more upgrades, the pool gets diluted and it might be a good idea to add rerolls/removal options like VS has
20 minutes till dawn suffers a lot for that IMO
Overall it's pretty awesome so far! Great music, cute art, and a great core idea executed well with the attack patterns Neuro gets
Took me a while to realize that Neuro's sword aims toward the cursor too lmao
I didn't figure that out until Kotge told me
Once you revise the page, I'd make a point of noting explicitly the whole "your ally that follows you around has friendly fire on" since to me that is one of the coolest things about this that sets it apart
oh, good idea, I think that will work
if you do choose to do this you have to force the player to take the damage at some point, maybe once the damage would normally kill it forcefully brings the player to 1 hp instead?
btw, what kind of sfx would be good for this?
should I interpret it as like some sort of armour, or a dodge, or the attack just phasing through the player, or something else?
Phase through maybe? Dodge may sound too similar to the swish sounds
ok, that's what I was thinking as well :D
do you think this would be good for when gaslight damages vedal? I made it be a higher pitch and slightly different version of the regular damage sound since you're still taking damage
so the sfx is good?
Yes, cant implement it rn as im outside but it will prob work
ok :D
btw is this good for when allegations and gaslight ignore damage?
it's pretty difficult to convey something phasing through something through sound lol
Hmm maybe for those instead of sfx it may be more clear to have the characters briefly become translucent or something 
That sounds like it could work
I think sfx + graphics is best
so there's some sort of animation of them being translucent but there's also a sound effect
ok welp after trying out a lot of ideas, I've just decided to scrap DM-Allegations
Instead i'm making the upgrade "Raise the Timer"
What will that do?
I've just thought of it now. Basically, it will cause Neuro to loose health every x seconds, but exps will now give HP to Neuro.
Interesting
https://kotgedev.itch.io/neuro-adventures
v1.0 rc2 is out!
Cool, I'll try to check it out soon
I think the framerate related bugs, including audio stutter happen when running anything above 60FPS
So even with Vsync, they happen on my system which has a 165Hz monitor
The new raise the timer upgrade feels like it makes cookies useless
The game really doesn't feel like it likes to run at 165FPS. The audio sounds stuttery, I'm seeing a lot of black lines and might have seen the xp bar moving on it's own again
That is not a good idea. If your game runs below 60FPS, it's gonna seem unoptimized
How hard is it to survive though? Easy? Too hard? Just right?
Wdym
Oh I meant cap at 60 not 50
That might be a short-term solution, but you should really figure out a proper fix, since running below the monitor refresh rate can cause a lot of issues on non-Gsync displays
Especially screen tearing
Notsure what is causing the issue... idk anything low level Godot
I know low-level stuff, but I'm not familiar with Godot specifically. The one thing I could see causing the issue is incorrect use of delta time
It feels kinda easy on it's own, but combined with gaslight it adds a really heavy reliance on greggs
Wouldn't the xp bar animation use some kind of delta time calculation though?
The script does not, no
Its supposed to immediately update
There is no update animation
So it's supposed to update during 1 frame?
Pretty much
Could it be assuming 60FPS somewhere?
But I have no clue whats going under the hood
For now ill force 60 fps but ill look into it
You definitely have to. It's fine for me since my display supports Gsync, but for high refresh rate users without Gsync support, they either have to force their display to run 60Hz or they're gonna get screen tearing of some kind due to misaligned frames
Since they'd have a refresh rate that's not 60
That would be an issue for everyone without Gsync on above 60Hz displays.
And high refresh rate displays are decently common
I think the high framerate seems to also cause the hp bars to desync similarly
A combination of gaslight and raise the timer does not feel viable
True seems like suicide
That should not be the case though, games like these should make all combinations viable based on what I know about these kinds of games
Nahhh holocure has some combinations that you should avoid, some are fine
Forces you to not randomly grab whatever award I guess
Im more concerned about raise the timer itself being too broken / too hard
Raise the timer on it's own feels pretty easy to survive with, as long as enemies keep spawning
Raise the timer does become more difficult in the endgame, since not that many enemies spawn, but it is completely viable. It kinda makes gaslight useless though, since it feels way better than gaslight, and is not viable to be used with gaslight
It's way better than gaslight, because it doesn't make Vedal take damage from Neuro taking damage, but basically provides an easy way for Neuro to heal trough damage
Or something like that anyway
A higher risk, higher reword version I guess?
Which one?
Gaslight
I can't tell if you're referencing gaslight or raise the timer with that
Oh no
The opposite
Gaslight is less risky, as long as coupled with creggs. Raise the timer is much more risky but stronger
I guess it has some risks during the couple long enemy breaks, but otherwise it feels quite powerful
I guess raise the timer is pretty well balanced. It's just that it makes gaslight useless for players that can use raise the timer effectively
Sometimes with raise the timer it makes sense to run trough a cluster of enemies, if there's a lot of gears under the enemies
i think i know the issue.. in browser the game has to run in single threaded mode. so audio stutters happen from time to time since there is no dedicated audio thread like on normal desktop.
those bugs are likely not from too high of a framerate and rather from missing frametime to do other things. And higher framerates eat that up.
there should be a option to enable multithreading on browser in the project settings or export settings. Tho that only works on supported browsers otherwise it will fallback to singlethreaded mode again
I always use the exe

odd then..
the reason i mentioned this is because i saw this: https://godotengine.org/article/dev-snapshot-godot-4-3-dev-3/#single-threaded-web-exports
And none of the issues happen on a massively less powerful laptop running at 60FPS, only when I run it above 60FPS
Except the black lines
But isn't the game single-threaded in the exe too?
shouldn't be
I don't know how to test it, since I can't disable Vsync
If I could, I could just look in task manager if it uses more than 10% CPU
Physics should now run on separate thread I think? I did turn that option on
I think it's possible, but I can't verify it, since can't get it to use up all the resources it's allowed to
How many threads does your CPU have? I could calculate the single-core percentage for it
If it uses 25% of your CPU, it's running on 1 core's worth
wait im not running my game on that one
Here it is with the game running
exe version
Can you change the graph to the threaded one?
(it should look something like this. the combined graph isn't really useful. rightclick -> change graph to -> logical processors)
Is the game running there?
yup
To me that looks like idle
In the earlier screenshot you sent where the game wasn't running, it was also 18% CPU
also @cold egret I am not planning on adding any more features beyond rc-2, so I think you can start working on the trailer now if you want.
I was originally planning something like Abondoned Archive trailer or the Holocure trailers.
"The Farm" by CreepyCat can be the music in the background, with a lot of clips over it. It can start slow (like the first part of the game) and as the music changes there are more and more enemies, and maybe showcase the upgrades & 4090.
Holocure: https://www.youtube.com/watch?v=tCuuJQath6A
AA: https://www.youtube.com/watch?v=YSRgeWcO_sQ
A free unofficial fan game with Hololive members. We are NOT affiliated with Cover or Hololive in any way. Download at kay-yu.itch.io/holocure
The demo is available for free at: https://store.steampowered.com/app/1817500/Abandoned_Archive/
#AbandonedArchive
I had godot running though maybe thats why
rn its 5-20 % fluctuating
Did you run with or without Vsync?
its always with vsync now
To confirm if it's single- or multi-threaded, I need the info from when it's not limited in resource consumption artificially, aka without Vsync
Ill have to sleep now, but found some documents on this monitor issue, will hopefully figure out a solution soon.
Can you look how much CPU it's using from the processes tab?
The process tab?
Is that with Vsync?
No vsync
nope like 0 %
Is the game even running then, or has it paused processing mostly or something?
ok well its prob because Im running game from within godot
if I run outside, its like 5% and thats without vsync
I really need to go sleep rn, so I think ill try reading the forums for a solution later, but thanks for the help.
Ok, based on what I saw in the graphs, it might have 2 cores in use
ok, cool! I'll start on it later today :D
Drawing cover image

Will that be part of the game or just the website thing or something?
Itch-io cover image, making since it requires specific dimensions
Ok. Will you add the icon for the exe at some point?
For the release, yes
Cool. An icon should add a bit more polish to the release exe
woah, it looks awesome already!
Just have to color now 
I think it looks really cool
It seems slightly odd that it's possible to bring up the pause menu while on the upgrade selection menu
That causes the screen to be double-dimmed
I specifically made it so that it can do that
maybe ill remove the double dim but I still want a visible difference when paused during upgrade selection
It's just a slightly weird feature. Usually you shouldn't be able to pause on a menu like that
I think ill keep it for now spent way too much time making it
sunken cost fallacy I guess
some games do allow it.. like the new game Deep Rock Galactic Survivors. you can pause in the upgrade screen and it will send you to the pausemenu
maybe hide the upgrade menu and show the pause. and switch between them
I may do something like this, or at least make only one of the panels show so there is no double opacity
yeah I think it's fine to be able to pause in the upgrade screen
it doesn't do any harm
Btw any progress on the video?
yep, I've recorded all the gameplay I should need and I'll be editing it soon
The cover image looks great
Some of those achievements are really hard though, like damageless, since Neuro is so hard to control
I dont even know its possible to be honest
Threw that in there to see if some perfectionist could somehow achieve it 
Maybe more doable will be, "Win a game without the collab partner taking any damage"
You know what ill change it to that
I don't think any damage is possible
I think it'd require basically end-game levels of power in the early game, and unreachable power levels in the endgame. Damageless with only Vedal sounds more doable
I patched Gymbag Drones to go near the AI every once in a while (since they so often just wonder off never to be seen again) and the Nuke & Angel wings now have a chance to target the collab partner (But I increased their base damage to balance things out.) as even in the highest levels it seemed too easy to avoid them.
So I might have one last rc before release. (Shouldn't affect trailer. Almost nothing changed visually)
Seems like some decent balance changes. And another rc could be good to make sure the game is well balanced
After you get 1.0 released, what do you plan on adding after that? Will you add more characters, more maps or the endless mode?
For now:
- Even more optimization (Like figuring out the vsync problem once and for all)
- Evil Neuro (AI)
- Anny (Collab Partner)
- Endless Mode
- Outfits (Catgirl, Pirate, Angel, etc.)
- Gacha mechanic for the new characters & outfits (Same as Holocure)
Ok, seems like a decent set of releases for some of the first major updates.
By the way, once you add the endless mode, I think you could probably add achievements for survival time.
Also, you could add some system to connect to a server (which I can host) to at least fetch if there is a later version than the one currently being used, since that would make it easier for players to figure out if there's a new version. You could even add update functionality in-game, by making it able to download the new version from itch.io, which would make updating even easier. If you add that before endless mode and the leaderboard system, you could then integrate that in later
I assume you reused the upgrade menu for that menu. I think you could fit more on-screen at once though, maybe do 2 columns and 5 rows
Pretty much, I think ill stick to this for now since I don't have to make anything new and this is how Holocure also does it
Well, just keep in mind it would look better to have more achievements on-screen at once
By the way, do you have any plan for how (and possibly when) to do server connectivity of some kind
I think that works
Godot websockets I guess?
I would assume it is the same thing or something similar to the thing often referred to as ports
Godot Client -websockets-> Server (Also Godot or Python but I don't really want to touch Async functiosn again)
Seems functional, as long as it can be done on ports other than the ones that are already used
I normally just use 9999
I don't think that one should be in use currently
So you could probably use that one
Unless somehow you also happen to be playing my spaceship game that I threw in the trash, yah I don't think its used by anything.
Yeah, I didn't even know about the existence of that, so it should be fine
Will you do all the server stuff with the leaderboard system or will you add an update fetching system before that?
I dont think ill ever make an update fetching system
Considering ill prob have like 2-3 major updates
If this game somehow becomes popular enough for me to upload it on Steam then people can prob use Steam's system
Well, it would still be good to have a system where the server can declare a minimum version, to make sure any possible issues can be patched without confusing users on why they can't connect to the servers
So that the client can display a version error instead of some random general error
That way there could also be some good interface to display that error and make sure the game doesn't crash while handling it
Does that make any sense?
Wait, wont versions that are not compatibel with the leaderboard, simply not have a leaderboard?
I mean if we change something serverside like patch a major issue of some kind, which causes the clients before the changes to become incompatible, even if they had the leaderboard system
It is always a possibility some way to send invalid data to the server exists and could cause some security issue, so those need to be able to be fixed. You should definitly keep that in mind while you make the server
By the way, when you make the server, you should also make it able to create automatic backups. since I have additional drives for redunduncy
That's what the Neuro rants server does too
Hey you two! I have been lurking for a while and wanted to say that I would be open to making a server for you. I have already made one for Toasted! (another community game) including a leaderboard.
Sounds great 
The leaderboard will prob be needed in the next major update (After release) so maybe a month or two from now. Ill contact you when I start working on it.
Also let me know when that is started in case you need data for the serverside or clientside
Things like the server address and backup paths
Btw my progress on this game will probably decrease a while after release as ill be busy with Uni stuff. Ill still be working on it though, just at a reduced capacity.
Ok
Ok, I'll try to check it out
You should make sure to remember the exe icon for the 1.0 version by the way, it's still using the default icon
its the next thing im working on
final release ver should have it (hopefully)
Ok cool
Where are the archievements stored by the way? Are they in the same place as the settings?
The game is still running at (a very stuttery) 165FPS, so you definitely still are using Vsync and not manually capping the FPS, which you said you would do
Well, the stutter was just the Neurolings, but it's still at 165FPS
The level bar moving randomly is still definitely there
And the audio stutter
Black lines bug is still there
The game just crashed
It did it again
Decided not to since Ive read that it could cause even more problems..
Yeah, screen tearing being the most noticeable one
By the way, once you make an endless mode, you'll probably need more unlimited upgrades, unless you want to only offer a choice between 3 gymbag drones
Since it is entirely possible for all non-unlimited upgrades to run out
Also, any idea why the game crashed twice in a row (pretty much)?
Vedal's HP just dropped to like 0 pixels twice, both times with no effect. Are you sure the game is actually checking vedal's HP?
Nevermind, it is. Just somehow had so little HP that the bar coudn't show it
The game somehow feels more difficult now, which could be the balance changes you made
Not sure... ill test. But I havent changed much except adding the achievement system. Maybe that? But it works fine for me on web & pc
It just randomly crashed twice. Both times it was a bit after coming out of the upgrade menu, the second time when I went to check task manager (which I didnt do the first time) the game was using like 7Mbps disk for some reason. Could be either the game using the pagefile without being able to handle it, or incorrect drive error handling. It could also be something completely different, but those are the ones I came up with
Does it still crash / can you recreate it?
It hasn't crashed after that. I think it might be random, since the first time happened after a while of playing and the second time quite quicly after starting to play it. I don't think I can reliably recreate this one
I'll keep monitoring it
The game feels way too hard now, you might have overcorrected the balance
And softlocked
I think you didn't code the 4090 to handle a situation where you have no upgrades to improve
Which means that this can happen
It's stuck like that
Also, I just can't get trough the game with this version
Is pressing space supposed to end the game like this? It doesn't grant achievements but it did interrupt a good run of mine earlier
