#Neuro Sama Survivors-like
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Seems good to me, which stage are you on right now?
Gonna start working on endless mode tom
new map UI, ill need to do a lot of refractoring to get endless mode working I think so probably no visual updates for a long while
Idk wth I was thinking when I wrote the enemy script because this is a mess... 
I guess the thought was probably "whatever works"
yah I'm re-writing it
Makes sense to me
I thought for some reason it would be a good idea to have some stats have constant, default values, and some of them to not 
all important stats will now have a constant base stat
that should allow me to do things like, scaling difficulty for endless mode
Well, sounds good to me, since I also rewrite LMI a little bit at one point to clean it up due to the original implementation being a bit of a mess
Ok me updating the UI seems to have broke the pause /endgame screen so I'm also gonna have to remake that 
but I think I got hardmode working
Gonna see how Holocure does their endless mode
remade pause / victory screens. Victory screen is a bit more fancy now with a cooler transition
Sounds good to me
sprite ofc to be replaced with the appropriate character art
and always set to the AI. i.e. if you win with Neuro -> Neuro art, win with Evil -> Evil art
Cool, I like the idea with that
good
Made a quick sketch for the Neuro sprite art but I think I want a pose that shows more action so probably won't go with it. 
Also unsure if the character arts should be pixel art or not. Ig it should be pixel since everything else is pixel art, but some games do a combination where the game is pixel, but character art is not.
So far everything you have is pixel art, so you should probably keep that the case unless you add a ton of non-pixel art graphics in this update
make sense, I think Ill do pixel art. More comfortable with it too, so that's a bonus.
Yeah, makes sense
Endless Mode Implemented! Score is based on number of enemies killed, and different enemies give different score increase, from slime being +1 to the boss being +100.
the difficulty, for now, increases by a factor of 1 every wave starting the third wave
so, by the 6th wave enemies have x5 HP and x5 ATK
btw I still update this if anyone wants to know what specifically is being worked on rn https://kotgedev.notion.site/49d38be1cf77473c845807b16c6c2a72?v=53b54afd0b424adf91373cdd17823fa3&pvs=4
Does the score gain scale by time survived?
I assume the score will be what it sends to the server
Yes, and score does not gain scale by time survived as of now, only by what types of enemies are killed, and as time progresses higher score enemies spawn more
It could be a good idea to add some kind of multiplier to the socre that slowly increases over time
yah I probably should do that
actually I can probably multiply the score by the damage multiplier, which scales by time already
That would probably work pretty well
Then once you finish all that stuff, you will need to figure out an auth system, figure out what way you want to exchange data between the leaderboard server and the game, figure out how encryption with the protocol works, and then probably make a server and integrate the needed functionality into the game
What's the definition of a wave in endless? I know there are dense waves of enemies and times where few enemies spawn, but there's also those vertical walls of enemies or is the boss part of each wave?
can i ask how you slow down the animation preview on aseprite kotge?
Oh, internally in Godot each 'wave' is essentially a dense set of enemies + one vertica (or sometimes horizontal) l wall. In endless mode some waves will have bosses some will not. After each wave is always a 30s rest where no enemies spawn.
At least, this is how I do it
Default is 100ms I think
thanks its okay now
So that's why raise the timer kills me lol. Btw, will the waves still progress if there's a boss on screen? If not, then I can see keeping the boss alive to kill more weak enemies being a thing
waves progress regardless
and the boss gives around ~100 score compared to other enemies like ~10 so killing the boss should be a priority
Killing the boss is more of a priority for survival than anything.
Assuming one could survive with the boss on screen and it did pause wave progression, then killing as many enemies before the boss dies gets way more score in the end
oh I think ill publish the beta version of the endless mode around tomarrow
Either way the boss would die eventually
I assume no score uploads or keyboard-only mode yet
still learning kotlin so no score uploads yet, and I can try adding functionality to move the cursor using arrow keys before publishing
Ok then
I would definitely like a keyboard-only mode for at least the game itself and preferably also the menus
Then I can actually (hopefully) test the game on RD mobile with a keyboard
You could make keyboard control of the cursor in the game an option in the settings, and have the menus always usable with the keyboard
ok so I did say this but I procrastinated and it'll probably end up being uploaded sometime next week. I also want to add more features before uploading like better damage sprites, etc.
Ok then, completely fine, next week will actually be better for me being able to test it
doing a bunch of small changes to the warning signs
hopefully they end up looking better.
ok ima try adding collision boxes to the characters so they don't always overlap each other. Going to see how much more lag it increases and if it doesn't affect it much I might keep it this way 
I've also added dmg numbers to the enemies when they're hit
Making the enemies overlap less could make some upgrades worse, so keep that in mind
ok gonna try my best to finish up everything and upload the endless update today. No leaderboard yet (Still figuring out Kotlin and reading through the docs) but everything else should work. Hopefully.
- bunch of UI and effect updates
Did you make a keyboard only mode?
Not yet, and probably not until the server is done mainly because I can't figure out how to keyboard only a scroll.
there are two in the same page so I can't just use arrow keys
ill have to figure something out
Keyboard only menuing should just be highlighting different buttons and snapping the scroll if needed
yah something like that
Two of what?
two scrolls in one page so I' have to figure out how to snap between them
one for AI one for Collab Partner
If you have two scroll bars, you can just make each a highlightable button that can be selected and scrolled with the arrow keys
I can probably do something like that
update being uploaded in around an hour from now will ping my playtesters list when done.
https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationobstacles.html also I think I can make enemies avoid each other without having to use collision boxes with this 
NavigationObstacles can be used either as static or dynamic obstacles to affect avoidance controlled agents. When used statically NavigationObstacles constrain avoidance controlled agents outside o...
I think I got it working
I hope the performance cost isn't too much but lots of overlapping enemies were the largest cause of lag before so maybe this might actually reduce lag. Idk. will have to see.
enemies can still overlapp though its like a 6pxls avoidence
gonna export game now and hope for the best
I'm going to be working on Neur TCG but if there is a bug tell me so I can fix it right away
uploading 
https://kotgedev.itch.io/neuro-adventures
@tired haven @cerulean bear@finite hull
Neur Adventures 1.3 Alpha is out! Endless & UI update!
If you want in or out of this update ping list plz tell me and I'll do so.
Based
Downloaded, will check out properly once I've woken up properly
This is gonna be the first game I try after overclocking my GPU I guess, too bad I can't run it at 4000 FPS because of it having no disable VSync for now
The anti-aliasing here looks a bit out of place for some reason
err I'll look into that I'm just using the default UI's for those for now
Why can I click on these?
I probably should also change that
its a different type of text box then the one I normally use cause there's a lot of text and probably a feature I didn't know of
The music looping comes with an odd click noise
didn't touch the music so that is peculiar, but noted
Might have been there before without me noticing
You could make it so the borders for these are Anny's border color for Anny
yahh all the characters should have unique borders next update
This should have Neuro's color, as it is listed under Neuro's upgrades
I think ill automate the coloring to be based on the character, so it should always be accurate no matter what
The credits menu lacks a scroll bar
yah it looked a bit ugly with it so I wanted the auto-scroll thing that Holocure has and never got around to adding it. Until I have that I probably should add the bar 
The bar should be there, it's kinda annoying for me to scroll on this mouse without a scroll bar or middle mouse scroll, because just using the mouse wheel is quite jumpy
This is what happens if I try to click this button
Err hopefully I have the server implemented by next update so I don't have to fix that in the first place
if not I'll figure out how to properly disable it
I think I might have gone trough the menus now, unless there is more I missed
I assume there are no other maps yet, since there is no button for changing maps
not yet, at least not until I finish the leaderboard
I also assume the leaderboards will have separate sections for each map, so build the server around that
also btw the character menu is going to have option to just click the below panels to switch character so you don't have to use the scroll
If you want, I can help with the server, since I'm quite decent at Kotlin at this point
that would be great
I'm going to set up the godot part of it first
so I know what I need to request and stuff
yup, pretty much gonna copy holocure on this
Makes sense. I can probably mainly help with stuff not related to the authentication part, I'm not sure if I know how to HTTPS
Good, scrolling there is kinda annoying
I assume the numbers that flash for a few frames above enemies are damage numbers
They are kinda too fast though
noted, I can slow them down pretty easily
Make sure the animation is in seconds and not frames
Its like a second I think exactly but it fades so its not visible for the entire second
the size of the number also relates w the damage
It's visible for like a tiny moment
ig I didn't take into account of the fading
Any fix for the framerate issues yet by the way? I want to see how much faster I can run the game now
err, aside from the last one, no, but I'm hoping spacing out the enemies increased performance since one major issue last time was the enemies cloggin up too much
I'm referring to the issues preventing you from having a VSync off setting
Would be kinda cool to have the ability to run the game at 1000+ FPS again
These enemies are not moving
I thought I fixed that
I guess not
since that impacts game balancing ill fix it rn
I know what causes that
Evil just managed to do 0 damage somehow
The knife thing
Alr noted
It happened again, this time on two enemies at once, although one of them died somehow (both were regular slimes)
It keeps happening constantly I guess
Yeah, but also in the exact same strike she deals damage to other enemies
I think I know the issue
the knife is programmed to only deal single-target damage but it still theoretically 'hits' enemies close by with 0 damage
Ill fix it with this march fix
uploading soon
Cool I guess
nice, the spacing out seems to work
I guess so
ok i implemented the changes exporting & uploading them now after one run
Evil feels pretty helpless without the fireball upgrade
don't think I updated Evil though. Maybe the spacing out makes it harder for her to kill?
I can slightly reduce cooldown ig
but am going to give evil another weapon (also Neuro) soon
Trying to teleport near the fences functioning as obstables can cause a target out of bounds issue, I recommend if trying to teleport inside a field object, teleport to the closest valid position instead
make sense
I went extra-safe on the teleportation so you can't go out of bounds and cheese the game
Perfectly logical
Ok then, I'll switch to that on the next attempt
I'm suddenly getting a lot of 4090s again
1.31 is an odd version number, you should have used 1.3.1
I updated it on the page at least
By the way, since the game balance can change if the game gets updated, I would recommend splitting the leaderboard scores by version too. I can help with storing version number metadata and formatting the database of scores, assuming it can just be a simple Json that is used to store stuff, I'm pretty familiar with Kotlin Json
It's not hard to implement in Json at least, I can do it easily
I could easily make a class you can call functions from that stores stuff based on version and map and retrieves metadata and stuff
I feel like I have an idea of how the data could be stored and stuff
lv6 fireball is indeed a dangerous upgrade
I feel like being able to outspeed Evil is needed for that one
or outheal, if you are playing with Anny
I guess, but that is kinda hard
Do you have any interesting endless upgrades by the way? That is kinda needed for endless mode to work
Yeah, the AI specific upgrade and the damage and HP upgrades for the different characters are obvious ones to add
I'll be able to play later tonight
Honestly, maxed fireball isn't to bad to survive with filtered. Level 1 and 2 of filtered are meh, 3 is solid and 4 is bonkers good. 20 damage from evil means you take 2, so even vedal can survive it.
For endless, I think a wider variety of upgrades, and the ability to change what upgrades you bring could be good.
For example, you can take 3-4 attacks, 2-3 defensive upgrades and 5-6 support upgrades.
This would take some work to figure out how to balance it, but it's probably better to iron this out early so you can design around it.
Also, if you go with this, the drone and pizza upgrades should probably be reworked to not have 2 separate upgrades. You would need to fill a slot for the drones and the swarm upgrades, and same for pizza, making them worse in a way.
There is already a way to select your starting upgrades
Well yeah, but you have access to every upgrade every game (depending on character choice of course)
Seems like a good way to introduce a more varied playstyle, though, I would need to implement a lot of new upgrades for it to work 
For now the current system seems good, you can expand it later
Btw, it doesn't necessarily need to be x slots for attacks, defense/healing and for support.
You could just give, say, 10 slots and you can do with them as you please. This could allow for pacifist runs if someone wanted to
This also means you don't need as many upgrades for the system to work. If there are 10 slots and 15 possible upgrades, that could still work
As Kotge said, it would require quite a lot more upgrades to be implemented, so it would be something for a later major version
Ill def keep it in mind. Might also be a good way to have more 'specific runs' w certain upgrades when there becomes too many
For now the current system is probably good, no need to cram too much in one major version
The numbers are just examples btw. Neuro has 9 upgrades, so 9 slots and maybe 12 upgrades could be a test for it
If you need help with the leaderboard server, let me know and set up a GitHub repo or something and I'll do my best to help with it
I could probably write a class for the leaderboard that you can then pull from and push to with the server logic
I have some good ideas for how it would work
Alr, leaderboard is next thing on the list pretty much so ill start work on it soon
Ok then, feel free to ping me at any time if you need help with Kotlin
And ping me when you have something like a repo set up if you want me to write a storage class of some kind
Oh, btw, when you post a new version, could you maybe have the most up-to-date version pinned? It makes it easier to find if there's a bunch of messages you don't need to scroll through, and for new people who want to try playing.
Oh err I dont really have perms for that but ig I can ask a mod
The link doesn't change I think
Oh yah
Oh, I guess that's true. I don't know why I didn't think of that
The already pinned link should work
Forgot about the update until this morning, and the first thing i noticed was the lack of main menu music
also, the farms description says peoples moms have gone missing? 
It's there though
gonna try restarting the game
Check the settings or something, as well as Windows volume and stuff like that
And check the selected audio device and its ability to play audio
i checked that first and its full in game, and my own pc isnt muted
i got the usual microsoft and avg thinking its suspicious, maybe that did something?
cows, maybe I did typo 
err works for me to so Idk how to bugfix
Is there an OS difference? Do you have Windows 10 or 11?
10
my laptop too dum cpu or something for 11
but thats fine I don't need 11 I like my 10
I also have 10, because 11 is terrible
If Miffin man has 11, it might just be another Windows 11 issue
I have seen Windows 11 cause a lot of completely random issues that never happen on Windows 10
I have 10
ive never had issues like this with the previous versions. ill try one of those
turns out, the last version no longer has main menu music either
huh, peculiar
Definitely an issue on your system then, maybe some kind of audio settings issue, try rebooting
So i got it working. tmodloader wouldnt even try to open so i restarted and it works now. gonna try hard mode for a while before i moved onto endless
so i just had a killer endless run with a score of 15k exactly and a time of 20:24 (funny coincidence lol). i will start uploading this, my winning hard run, and a run with a bug (and a funny but inefficient strategy) in maybe 20 or so minutes
wth
I can't even comprehend that score because I haven't tested the endless mode higher then 50 points 
Would be a good score if the leaderboard was already implemented
yah I might just as well use it as a test score
Let me know when you have a repo set up for it or something and I can try to make a class for managing the leaderboard data easily
I've started uploading the hard run now. I used the same starting characters and upgrades for each run, and as for the bug, i'll give a timestamp for when that happens.
but basically, an enemy phased through the fence. likely got pushed through it by a horde of enemies is my guess
oh
probably a result from the new avoidence collision thing I added
I can probably figure something out
i mean, ive gotten neuro to jump the fence before this update
enemies can't neuro can
I can probably 'turn off' avoidence collision if an enemy is nearby walls, or add avoidence to walls themselves or something like that 
https://youtu.be/IT4qOmNmzdY
Here's my second hard run. It did seem harder for sure, but not too bad
erm, private vid can't see
huh, some of the enemies seem to turn bluish for some reason. Does that happen often? I've never incountered it
I saw it multiple times, I thought it was a stun visual or something
oh yah nvm its a new feature I added don't worry guys 
no uh its a bug I'll also need to look into why that happens
probably something to do with the fact that I changed the being hit animation
tbh, i thought it was related to their health
i wasn't paying much attention to it though so idk
https://youtu.be/UKRkmXVPDrU
Bug at about 4 minutes in and funny strat at 5:40 ish
tbh, that's not how i thought about it, but i was like, "can't she just hit me for health?" so i tested it and indeed, she can steal vedals or annys soul
it makes sense ig, I programed it as hp per damage she deals, not damage specifically to enemies
pretty bad return though
the good endless run should be up just before the stream
yeah, that wording is why i tried it
But might as well keep it just because it does something
yah I mean its not a bug and and works as intended so I'll keep it
anny has natural regen so its not horrible. plus i think that was level 1, maybe 2, and i had filtered level 1 or 2
oh, I forgot about the filter. Could be an interesting strategy than, if you are low on HP for Evil
It is an interesting strategic element
filtered reduces friendly fire damage, so by taking less doesn't she heal less? it makes it take longer if nothing else
oh right, also forgot that filter applies to damage going out of Evil 
That additional thing just adds a lot of strategy
Is the damage indicator thing fixed by the way?
It being too short? not yet, the only thing I fixed rn is the march
Ok then
I guess I'll just wait for stuff to get fixed and for development on the serverside part to start
I can make a data management class for the leaderboard whenver
For some reason I really feel like I want to do that soon
Ok cool. I'll also be watching and capturing the stream
So tomorrow is definitely the earliest I can do stuff like that (I spent the time before the stream implementing some slash commands)
I'll be watching the stream too. btw, heres the big run. you can watch it after (or pretend its subway surfers on the side if you want
)
https://youtu.be/5Z2ItaQiNAk
By the way, when you make the server repo, make sure it uses JDK 21 and Kotlin 2.0, as well as Kotlin DSL for Gradle, let me know if you need to know more stuff for configuring the project
will do, gonna start in a couple hours, want to read up on HTTP requests first
Ok then. Once you do make the repo or something, you should give me access so I can make the data management system for the leaderboard data and help with stuff if needed
I would assume the server data structure could look something like this
Holy shit @hard moth
https://fxtwitter.com/MapleGecko/status/1821306143886475403?t=kbdXCyfLFp5t8EDJJEZY8A&s=19
Oh...
Time to join thei discord tho

Made a Bot?
Making it so you can link your Discord account to Neuro Adventures! and store your high score
Discord applications can be much more than just bots, Neuro rants for example uses Discord authentication in a similar way to how Neuro adventures will
also uhh I'm gonna have to re-set all settings again
(Final one I promise)
Mainly because I want to use .json instead of .save I've been using until now
Oh, so like a save file for ur game?
yah I've been using settings.save but it's unreadable oustide of Godot
A leaderboard that everyone can look at
if I switch to like .json I can go edit it even out of Godot
and its much more expandable, I can add more settings more easily
Ur using godot? 
yah
in fact NeuroAdventures! is open-source so if you want to look at the code you can
Oh shit fr?
@hard moth shot you a dm, could you take a look ๐ 
Letsgo thanks ๐ค
oh nice will do

Is the server gonna be open source too or are you gonna keep it hidden for security reasons?
(I recommend the latter)
Oof hope not, even if I'm new to this I can feel that Doesn't bode well
What part?
Former
erm. currently anyone can view but I can hide it. Probably for the best.
Yea
Yeah, server code is usually not public for security reasons
Imo every multiplayer stuff should be hidden
At least there was basically no final externally visible stuff done yet
The only way to really do that properly would be to hide all of that in some kind of undocumented custom external library basically written in obfuscated machine code
Ok welp server is now a private repo
But hiding the server is a good start
The game just sends out leaderboard data to the server anyway right?
Probably, and gets data from the server to show the leaderboard

I see, my brain ass just thought earlier if its per to per (code speak I haven't yet know much about, just that if it is so the IP can leak)
Lul
Head scratching for someone who can't make health bar yet
I don't understand that second half, but I might come across it in my study when I resume the thing I'm doing after I'm done with basic sprites
btw feel free to ask questions on Godot if you have any, learned a lot from doing lots of Neuro-Godot projects 
You mean the obfuscated machine code library thing? It's just a library written in machine code with a lot of code that does nothing but makes the functionality really hard to determine
That will most likely upset some antivirus software. Also reversing that isn't too hard because there would still be an interface to godot that exposes everything.
I guess so
So you really can't easily hide whatever is going on with that stuff outside of the server

I'm like 4 small animated character sprite left and maybe make some platform sprites too after continuing gdquest tutorial
<html>
<style>
body {
background-color: 1A1A1A;
position: absolute;
top: 50%;
left: 50%;
-ms-transform: translate(-50%, -50%);
transform: translate(-50%, -50%);
text-align: center;
vertical-align: middle;
font-family: arial;
font-size: 24px;
font-weight: bold;
}
</style>
<body>
<img alt="" width=50% src="https://user-images.githubusercontent.com/63984796/166126738-063f7b9b-8f78-4d3d-9853-79000f95549c.png">
<br>
<h2 style="color:e0e0e0;">Success!</h2>
<h2 style="color:e0e0e0;">Please close this tab and return to the application.</h2>
</body>
</html>
If someone has a better source image than the placeholder, that would be great
this is for the redirect website after you've connected your discord
ok nice superbox got me a link
Make sure to push any changes you make to the server so I can make changes if needed
Gonna mainly work on TCG tom but server after that
Ok then
We'll see when I end up implememting the backup coroutine
Sounds cool
Is it normal to think about the correct code in the middle of work? I was just thinking and thought up a beginner code to use to change state if the character is walking or running, tho I don't know if itl work yet lul,
If me programming stuff for my projects in on unrelated class is normal, thinking about code in work should be too 
I usually use a state machine for that https://youtu.be/XTrrsT3hV-w?si=ETvJZ1yz_aORh4ip
Though for Neuro Adventures specifically since there are only two states (Run, Idle) I just check whether velocity is zero or not. 
Quick tutorial on how to make a basic state machine in Godot 4!

At least in C++ I think you could literally just do if (velocity) to check if it's not 0
Not 100% sure
Same w gdscript 0 is interpreted as false
Ok then, pretty interesting
Let me know whenever you make progress with the server and I'll take a look at it or something

Are you sure showing multiple versions at once is a good idea? I would think you should only be showing one version at once, unless you want to make the logic of fetching stuff way more complex
one version one map yah gonna update
ok updated leaderboard UI. checking 'your scores only' just hides all the other scores from other players.
I assume that score there is a placeholder
kotge & superbox, lemme know once that's ready ๐ ๐
We're quite close, all it needs I think is the auth stuff
cheers. i'll dm you to ask for details once it's done
Ok then, we can explain the server API when needed
The API is quite simple, you will likely only end up needing 2 request types
ok leaderboard is even closer to completion. The last score over there is an actual score I sent to my local server for testing 
Playable update though will still take a while since I want to make sure the server is secure + the 100 bugs and features that I haven't fixed/implemented yet.
Progress is coming along well though
Since the server is on a JVM, at least we probably don't need to worry about memory vulnerabilites

Skill issue
ok im like 99% done will get the rest finished tomarrow.
Really the only thing left is making the 'your scores only' thing work + ordering the scores from greatest to least, and mabe clicking on each score to see more details
though all those are client-side stuff server is like done
Yeah, the server seems to be pretty much ready to be compiled and used
made login more pretty depending on how my bugfixes go update could be out in couple days time.
testing with super's server succesfull 
Server setup is now finalized
Just waiting on the client to be finalized now
Was there someone that wanted to utilize the server API?
thank you, i'll dm shortly (any time from now till Sat
) 
Question. Will the public leaderboard show multiple scores from 1 person if they are high enough? I might wind up taking it over if so
Yes, it will store all scores by all users as long as the scores are not the same exact score instance every time
ok halfway thorugh bugfixes I think
just a minor UI improvement left (corrected colored upgrade boxes). Update will go live tomarrow 
Sounds good to me
Roadmap is now:
More Achievements and Achievement Account sync (v 1.5), Miniko (v1.6), and ARG map (v1.7)
Ok cool, let me know whenever you start working on the achievement sync I guess
will do
The leaderboard might be helpful in determining what's good and what isn't. If all the highest scores use the same stuff, then it's obviously very strong.
Also, one thing I would like to see added to the leaderboard is the ability to see what characters the person selected.
Maybe in the future, some kind of replay feature could be added? Idk the logistics of this though, or whether it's reasonable to implement due to needing to store the replays somewhere.
yah you can already check what characters the player used 
also update going live in a couple hours (hopefully)
replays... erm.. probably not feasible
currently available data for each score
In the future, I may add the ability to view what upgrades were used too, but that will be a future plan
Actually for that super will have to do some stuff to make sure the server has backwards compatibility so Idk how that will work out. Maybe have used-upgrades be an optional field or something like that
But for now, I'm not adding it since erm don't wanna do featurecreep for this update
Yeah, not on 100Mbpa
And you would basically need to reimplement the game input system completely and make everything 100% deterministic
yah I figured it won't be possible
Yeah, not without eliminating all randomness and trough that much of the fun of the game
It is possible to do, you would just need to send the upgrades as a JsonArray, but I would need to update the server and you would need to make sure the old clients don't care if extra stuff is sent and that the new clients can tolerate if the field is null (or something) instead of a JsonArray and to keep backwards compatibility with old client score sending it would need to be made an optional parameter (which can be done with a simple nullable variable and a if (variable == null) check
But it is possible
Yeah, there is more than enough features already
And I have a pretty good idea of how we can implement it next time we do a server update
Yeah, I figured replays would be a stretch. But yeah, adding the ability to view upgrades used at some point will be helpful for figuring out roughly how good an upgrade is, depending on people's scores and what level the upgrades were at
Yeah, they are really not feasible, but showing used upgrades should be fairly easy
Does "a couple" mean 4+ in this case?
More bugs?
not really I'm just making some of the icons for the upgrades sprites a bit better while I automate the upgrade borders.
Ok then, I guess I'll wait
We have tenma collab. The game can wait a couple more hours 
Yeah, and I have a tomfoolery bot to program
Looks good
Looks really good 
ok erm mostly everything is done but I'm having toubles with the y sort so uh ill probably upload tomarrow 
the y-sort is broken for enemies 
nvm I fixed it
still gonna export tomarrow 5:00 AM and I think I need to go to sleep
but everything is ready to go 
Yup my first score
Seems like it went trough fine
ok uploading in like 10 minutes
Ok then, I can try to test within like an hour
ok well windows export is working fine... but the leaderboard in the web export is not working... gonna try fix it but worse case scenario the web version will have its leaderboard disabled
welp ill have to disable leaderboard for the web ... apparently its one of the limiations of a web export, networking stuff is limited.
I kinda suspected this would happen. oh well
I guess the web version can't host the redirect thing
Makes sense to me
Browsers can only use HTTP requests and websockets
Yep, that's basically a browser limitation
oh, is the leaderboard server implemented on raw tcp sockets?
no, but the Neuro Adventures! client uses a TCP server for discord oauth stuff
Ok upload finished!
https://kotgedev.itch.io/neuro-adventures
@tired haven @cerulean bear @finite hull
Neuro Adventures 1.4 is out! Now the windows version has a functioning leaderboard!
once again if you want to be added or removed from my playtesters list please do tell me.
HTTPS
Gonna download it now and test once I can
ah ok
i see, aite
Should be easy to hook into, I can explain the API and how to use it whenever you want
thank you, give me another day to deal with work, i'll message you thereafter
Ok then
This scroll bar here is messed up
Everything loads really fast for me, I wonder if it has something to do with me having the server
Oh erm that was kinda on purpose to not have any upgrades hidden by the selected upgrades.
maybe I can find a better solution
Probably it takes me a second or more to load
For me
Yeah, for me it's literally as fast as my RAM allows probably
Oh let's FUCKING go
The latency when running the game remotely is actually not that bad
A teleport attempt to the middle of nowhere said that it's out of bounds, which is definitely not the case
Yah err decided to not fix that this update since it would require a bit more work then I thought, but in the next update it will hopefully be patched.
Basically the check is so strict that sometimes in a rare case even a not out of bounds area is not allowed for teleportation.
I think (I hope) I can find a solution
The damage dealt number also sometimes is still too brief for some reason
Odd
Maybe someone randomly poking at the server or something
I extended it but can prob extend it even further, or change the way the numbers fade out. Actually the problem is probably the way the numbers fade out. 
Huh, when was this? If it was a while ago it could be from me attempting to fetch leaderboard data from the web, which didnt work out.
Well if that was the case it shouldn't happen anymore since I updated the web version to just have the leaderboard disabled
Oh, that is entirely possible, that exception is for sending a packet that does not conform to the Json formatting
yahh the web version probably send something that doesn't work
Very likely
sad, I think my algorithm to order the scores from highest to least may have failed. Gonna see if I can quickly update this.
huh
with what upgrade? Were you able to see?
Anny stars can do that, but if its something else might be a bug 
Yeah, it was stars and then Evil's fireballs to finish off
oh yah that was a strategy I remember, fully charged stars against boss. 
and you can technically wipe it out almost instantly
ok i figured out the error in sorting
I was comparing the scores as strings
I should comapre them after conversion to integers
gonna upload patch soon
Yeah, although convert to Long instead unless it's like Python where there is no intager limit
erm I'm just going to hope no one gets a score higher than 9223372036854775807 I don't think Godot has a long int
So all values in Godot are 64 bits?
idk at least the integer is a Signed 64-bit integer type
You could make it so if a score exceeds the limit and fails to be converted (throws an exception or something) you just compare it as string and add it to the top
Just a bit buggy, but scores that high are unlikely anyway
It's just a safeguard
I think it may literally be impossible
but, it should be fine the score will just wrap around apparently
so it becomes negative
In Kotlin I would just do
try {
scores.add(score.toInt())
} catch (e: NumberFormatException) {
fallbackStringScores.add(score)
}```
like if the number is too big, there is no exception, it just wraps around basically.
so I could check if the value is negative and handle things differently
9223372036854775807 + 1 is -9223372036854775808
In Kotlin it is impossible to convert a string that is a larger number than the limit into the type, and it throws the exception instead
welp patch has been uploaded
Ok then I guess
looks like its working 
Looks good to me
From the looks of it the highest possible score will probably be in the 10,000s range
(Miffin got 15,000 so basing off of that)
small patch uploaded. Vedal's stun wasn't working fully as intended. If you aren't using Vedal it doesn't matter.
next update I think ill attempt to optemize the game even more because if there are too much enemies the game still lags
Makes sense to me, let me know when you want to add achievement saving or something
yah, that'll be with the next update too, but Im gonna try and make more achievements first.
Also, I'll probably try to make a port override for testing the server more easily next update
You should make the server port configurable on the client build if you can too
wdym
So you can quickly change it when you need to test new stuff
like, ability to quickly change the port?
Just for testing and stuff
rn all I have to do is edit prod.cfg
Like add some kind of config to the build where it uses a different port on build if needed
yah I can export with a different prod.cfg
Useful for when you want to test the server locally for new features
But yeah, let me know when you want to try implementing new stuff for the server and I can do stuff like make a few classes to handle things
will do
I think at least saving the achievements should be easy, just add a second endpoint and its own request handler, I could do it really quickly
Saving upgrades in the leaderboard should be easy too, just a quick nullable (default = null) JsonArray variable
yah, and as for the client side older versions shouldn't have issues and for newer versions I can just not show upgrades if a score doesn't have them
I just uploaded minor patch again, this time to add flash to elf cauz i forgor.
make sense and will probably do that
Ok cool
That way you only have to store the highest level of each upgrade
Makes things a bit more efficient
ok turns out I was making the game accidentally harder by spawning the boss every look-wave
erm
gonna upload patch soon
Yeah, I noticed the boss respawned, I thought it was intentional
it is intentional, but not as frequently as now
Ok then I guess
So I got 15k while the game was harder?
Also, gonna download and eat the leaderboard now
pretty much, but the boss does give a lot of points so maybe it balances out idk.
Ah, then that makes it easier tbh. More points before the enemies get too strong
Yeah, looking at the leaderboard, I probably got a few thousand points from bosses alone. Possibly half even
Leaderboard takeover complete
have fun trying to beat that one
i've had a bit of a big head the past few days because of magic survival, and i think it's bleeding over to here lol
Yep, that sure is a high score you added there
not as satisfying as 15k on the nose though
At least I should be able to get higher scores now that I'm not remoting
i will upload the run later, mainly because my dad's downloading stuff atm
but it's gonna be a long one. 30:35 for the run, not counting pause time
Uploading the first run! It's gonna take like an hour and 20 minutes though
I am gonna upload my third run too, but not because I barely beat my score. I was getting kinda screwed with rng early on, I started employing new strategies, and started abusing the teleport cooldown mechanic.
I debated uploading both because it's over 1 hour combined, but i'm just gonna do it
i'm probably gonna be more selective with what i upload from now on though because of how long the runs will likely be
Seems like Evil + Anny is the way to go for now
yeah
fireball is absolutely busted, but filtered is even more busted
so is teleport
tbh, neuro and vedal seem underpowered more than anny and evil being op
I may have to buff them in future updates 
Btw for the web leaderboard problem, you can generate a random "state" (I think is the name) that gets sent along with the discord request. Then have discord redirect to a page on the leaderboard server and store a "state" to token (or code at that point) Dictionary. The client can then receive that from the server given it knows the state.
We already have all the server stuff figured out and integrated in the client
And it seems to be working perfectly well
Not for web apparently. Also how do you deal with me having an http server already? Does it just not work?
erm, wdym by having an http server?
I might already be running a local http server on your port.
It works fine on my system and I run like 5 different servers
On which port?
idk actually I should have probably changed the local one to something more unique
Doesn't matter. It is just a possibility and doing it the more roundabout way would solve that too.
http://localhost:1500/api/auth/discord/redirect
Is the local redirect uri
so port 1500
I can add another redirect uri I guess
though
@opal terrace does logging in not work in your system?
Its only used once for logging in
No, I'm just pointing out flaws I see. You don't have to address them, but randomly spinning up http servers on peoples computers is not something I expect a game to do.
That was how it was done in the Godot tutorial I watched, what will be a better way?
Well, if we do change how things work, that would mean we would need to create a new request type to keep backwards compatibility or something
So we can keep the existing stuff in place
You dont have to change stuff, just add things. The old auth won't break since it only touches the server where the new one would too.
By the way, I think the issue with damage numbers seems to be that they are tied to the enemy sprite, so when the enemy dies and despawns, the damage indicator also disappears
oh thats true, I might have a solution for that
var redirect_server := TCPServer.new()
This is the server btw
(of the client)
I can write the new version and you can see if you want it. I have the server code after all.
Sure, as long as it doesn't break compatibility
The client is still on github, right?
yah
will keep that in mind
Currently it seems the redirect URI is stored on the server, so keep in mind you will have to store another one probably
Also, I have not yet implemented the server debug port override
@opal terrace
So will the change be, instead of creating a TCP server in the client to act as the redirect srever, the leaderboard server is used as the redirect server?
and this would also allow the web version to have a leaderboard?
I thought that one is impossible to validate?
Basically, yes. And then securely passing it back to only the correct client.
And how do you validate that?
wdym by validate?
I was attempting to do something like that but what stopped me was what super pointed out, idk how to send back to the correct client.
Know which request comes from which client and such
And which redirect goes to which client
Discord allows a "state" query param to be set and will keep that when it redirects back. That is the identifier for the client.
Oh, so we make the server send the client some kind of state parameter that then gets sent to the Discord API thing and that then has to be given by the client to get its access token?
Makes sense to me I guess
Not exactly. The client generates it and sends it along. That avoids some back and forth.
Ok, so the client generates the state thing and sends that to the server and Discord API and then when the redirect comes in the server sends back the access token in response to the state thing?
Interesting
Makes sense I think 
Well, it does not seem like an obvious solution at all
But it makes sense now that you explain it
Well, you can implement it if you want, but let me first just make the server port overrideable in the configs
yah and the server will need to be added as a redirect URI option I'm assuming
plus some changes to the client
Also could you add an anonymized .env file as an example? Idk how you name the variables.
Done, port override added
Can't you just look at the code to figure them out?
But I guess I can do that techincally
Yeah, but I can make .env.example
do you also need an anonymized prod.cfg of the client?
Actually if you need it I can probably just send it to you
Why anonymize that? If it is part of the client, it's public anyways.
yah I just realized that
Done, .env.example added
I hope you didn't put your app secret in there.
no
It just has all the used .env keys, most with no value
Was going to
but super stopped me 
Apparently Evil can clip trough fences a bit
technically Evil / Neuro can clip through anything
I tried giving them collision but didn't work out and they kept getting stuck
so now they can just phase through stuff 
Mabe Ill figure out a proper solution one day
Makes sense to me
Why can't they pathfind to the player?
it does
and avoides the fences
but sometimes a part of Evil / Neuro's sprite overlaps with parts of the fence
Where did the retry button go after losing by the way?
I think I forgot to implement it
will do for next update
Well, I have it, but its set to invisible and clicking it does nothing 
so I think I put it there and forgot to implement it
Welp, I guess you can implement it for next update
I think some enemies might have just spawned on top of Evil
can occur if Evil is on the edges, sicne that is where the enemies spawn. I should add a check to prevent that prob.
Yeah, sounds like a good idea
Roadmap for now. Though, progress will probably be really slow for a while since my uni is starting in a couple days. (Balancing should be removed I already did that.)
and rn I want some of the TCG done
Seems good to me
Anny can really do a lot of damage if she gets close, too bad her healing falls off later in the game
First run is uploaded! (I made sure it isn't private this time
) https://youtu.be/ypzeJRNcLC4
I assume there are still no endless mode specific upgrades, such as damage and healing multipliers you can get endlessly
not yet, should add along with the achievements update
Makes sense to me
Thanks for adding that framecounter by the way, I only noticed I've been running on 60Hz probably since the motherboard upgrade because it is there
Yeah, i decided to turn it on a few updates ago because i thought it might be helpful. although i forgot to turn it on until partway through
i didn't watch these before uploading, but i assume its probably choppy again?
I literally wasn't utilizing my 165Hz display because I didn't realize the motherboard swap changed it
Oh cool, chaning the display settings unbricked my OBS
How did I not notice it was wrong until now?
I'll try messing around with mine next time to see if i can fix whatevers making it choppy. it started doing that a couple versions of the game ago and idk why
I feel like Evil is faster on 165Hz relative to Anny, or just the first level of programming socks is bugged somehow
its the socks. i remember seeing it be talked about a few months ago
Seems like it's a bug with level one programming socks
Yeah, specifically with level 1 Evil is faster than Anny
if upgrade.lvl >= 1:
collab_partner.max_speed = collab_partner.BASE_MAX_SPEED + collab_partner.BASE_MAX_SPEED * 0.05
ai.max_speed = ai.BASE_MAX_SPEED + ai.BASE_MAX_SPEED * 0.5
if upgrade.lvl >= 2:
collab_partner.max_speed = collab_partner.BASE_MAX_SPEED + collab_partner.BASE_MAX_SPEED * 0.10
ai.max_speed = ai.BASE_MAX_SPEED + ai.BASE_MAX_SPEED * 0.10
if upgrade.lvl >= 3:
collab_partner.max_speed = collab_partner.BASE_MAX_SPEED + collab_partner.BASE_MAX_SPEED * 0.15
ai.max_speed = ai.BASE_MAX_SPEED + ai.BASE_MAX_SPEED * 0.15
if upgrade.lvl >= 4:
collab_partner.max_speed = collab_partner.BASE_MAX_SPEED + collab_partner.BASE_MAX_SPEED * 0.20
ai.max_speed = ai.BASE_MAX_SPEED + ai.BASE_MAX_SPEED * 0.20
It goes to normal on level 2 again
Yep, that makes sense
guess thats what happens when you only wear 1 of them
update should be up
Gonna switch to it for next run
Cool, the upgrade menu can deal with having less than 3 upgrades available
yah I programmed something for that situation I remember
Seems like it works
I can now only get pizza
Well, I now also have a 20K range score
I could really see the effects of enemy scaling
Yeah, the enemies could deal a ton of damage
Yeah, even the most basic ones that spawn could tank like 5 fireballs
ok its working then
I guess Im just personally really bad at the game, I can't seem to get higher then 1k
but then I'm using vedal + neuro which is harder
Yeah, Neuro and Vedal need buffs
It could be that one of their major issues is lack of healing
Their healing system is very basic, being a pickup that gives them HP, so maybe adding an endless upgrade for healing multiplier could help, not sure. You might also need to buff their chicken bake and cookie upgrades, maybe also add some way to add defence for them or something
One of the major reasons Anny and Evil can get so far is their advanced healing
Third run is uploaded! https://youtu.be/_uNCJJ2J6d0
also, i didnt expect leaderboard competition so soon lol. i'm gonna have to work to keep my spot
I figured things out
Do you guys think Anny / Evil healing should be debuffed as Vedal / Neuro healing is increased or just increase Vedal/ Nwuro healing? Asking mainly because I am worried ~ 30min might be too long for one game run and making the game more difficult might be able to reduce one game time
I think Anny and Evil are fairly well balanced
The difficulty up until the first boss at least is definitely about what I would expect
evil's healing is pretty bonkers, but thats because it scales with damage. Maxed fireball lets her heal crazy fast
Then after that there is a long section where you're quite powerful, like many other games seem to have, until you start struggling again and eventually lose to the enemy scaling
Yeah, that is pretty much how that goes, but eventually the scaling exceeds it
You can't really survive max fireball early game, so I feel that is balanced for the most part
Hmm I should tomarrow mabe get a completely new player to try the game, and see how they react to the difficulty levels 
To me the balance feels fairly on par with some other games I play
And compare with the experienced players (basically you guys)
as for game length, i personally dont find it too bad, probably because i'm used to it. Good runs in magic survival on the newest map currently take over an hour when you include boss waves pausing time and way more level ups/chests pausing it too.
Yeah, the game length isn't that bad
Who would you get? Should I try to find someone?
Erm maybe ill just ask around on the tech channels or something like that
But if you can find someone that will work too
I'll ask around a bit maybe
Need to
today though 4 AM here
could maybe ask in NN? i'm sure you could find a few people easily like that. and yeah, go sleep. don't pull a vedal
I got Flash to play the game yesterday, apparently he said a reroll for upgrades could be good (sometimes you get RNG that is so terrible it's literally just 3 useless upgrades) and possibly might want to make remapping inputs possible (such as changing the movement and ability buttons)
Honestly, I don't think a reroll is currently needed due to the low number of upgrades, but it could be good in some situations for sure.
I agree with the remapping bit, mostly because I have an idea I'm working on that would definitely appreciate it.
Some people prefer using the arrow keys over wasd (my dad for example) and personally I think I might switch my ability to a mouse click
Yeah, remapping keys is a good idea, for the reroll idea I was just relaying what Flash said
I don't disagree with the reroll. As long as there's some cost or limiter I think it's fine
Anyways, it's my turn to go to bed. 2:15 am here lol
Makes sense to me, correctly implemented the reroll could be good, like maybe you get only a certain number of rerolls per run or something
yah should be easy, lots of tutorials on it too 
Yeah been playing for couple hours, my fingers really been strained without option to use different key like arrows key to switching hand. And lack of reroll really frustrating after a while since you will be stuck with upgrade that you really don't need. That's pretty much from me from first couple hours playing it
I've noticed that enemies don't seem to move when they spawn until you get near that part of the map, then they all charge you at once. It's very easy to get boxed in by running away, because you are likely to pull another horde.
this actually got me killed last night for a time of 7:27 though 
side note, my dad commented on the main menu music. he said it sounds a little like lord of the rings
I had like 2 fps when I discovered an army of mobs chilling in the other side of the map
I have the new auth implementation finished, just need to test it on Supers server.
The game is actually able to drop frames on my incredibly powerful PC, how?
And I have no idea what's even bottlenecking it, the game isn't using a full CPU core and the GPU is also barely utilized
Well, it can't be tested if you don't push the stuff into GitHub
Idk if I can do that, let my try.
(Kotge will have to test it locally first before I deploy, since I can't locally test the client until a new release is out)
It worked for the server at least. No idea why I have push perms.
Probably because it's a private repo and you were invited by Kotge or something
I guess so. I opened a PR for the client.
Seems like you added a crashing condition to the server, maybe a copy paste failure from other error handling stuff
I'll fix it once I take a look at it properly
Huh, where?
There could be an error here that is not accounted for, such as InvalidArgumentException
Either of these could throw that
Less than 30FPS on my machine by the way
Crazy stuff
I feel like this is an issue only with the latest version somehow
Neuro adventures is built with debug?
Sub 20FPS
Only a couple enemies (this is before first boss kill)
Below 10 FPS, item collision is just broken now
It's literally unplayable
I died to the lag
i7-12700K + RTX 4070Ti by the way
I feel like there might be some new major bug in the enemy spawning system or something with this lag
I think it has to do with enemies spawning off screen and not starting to move before they get rendered, not sure
Well, now we know that really low framerates cause issues with item collision
The game definitely needs a fix for the stuff with enemies off screen (especially at the field edges) not moving until you look at them, in the late game going to clear the laggy enemies from the edges of the field is literally just impossible
Ill look into the server tomarrow and pull the changes 
For the enemies not moving
I think I know exactly what is causing it
Will also fix tom and push a fix
Ok then, you can release the new login system in the same patch
Once the server is set up of course
Alr
I have read and understood at least most of the code Robotino wrote, so if you have issues with testing it, feel free to DM me
This in fact was a patch to make the game less laggy, I guess now its causing it to be even more laggy 
Ok, will do
Yeah, hundreds or thousands of enemies existing is really not good for performance, especially with how my 4070Ti and 12700K combo just dies with it
Was a long time ago and back then it was useful but now that we have avoidence its detrimental
Should be easy to revert
By the way, Flash was lagging a lot all the time, I'm basically only able to run the game at a good framerate because of my overkill hardware in its current state
And even mine can die pretty easily if I don't get the needed upgrades for killing the enemies globally
Yeah, I feel like the game does need some optimizations
But first we can patch that issue and get the new login system implemented
It gives me some lag, but my PC isn't high end. My PC is probably way outdated if anything.
I probably don't have too many issues performance wise because I circle the map to pick up exp
Yeah, I had one run where I didn't go trough most of the map most of the time and didn't have high enough fireball level, where my PC just absolutely died (<10FPS)
If there's that many, knife and pizza would clear them faster probably due to no pierce limit
Well, I literally couldn't play the game well enough to get stuff like that because of the lag
pretty busy today but I think I can pull the updates and apply the fix later at night
Mabe if I have time I can even run some tests
I will try some more after the bugfix mabe
reroll 
I made it so that you can reroll as much as you want
but obviously, with a penalty
each time you reroll, the exp required to reach the next level increases by 5 exp multiplied by the amount of times you rerolled. So if you reroll once, the next level takes (usual amount to reach next level + 5). Reroll twice, the next level takes (usual amount ot reach next level + 10).
I.e. if you are in level 1, level 2 requires 6 exp to reach. However, if you reroll once, 1x5 = 5 so it will take 11 exp to reach level 2 instead.
penalty is shown once you reroll at least once
Seems like a good system
No penalty does not cary over it resets every upgrade
So first reroll will always result in a penalty of 5 exp
Ima upload this now
Hopefully nothing breaks 
Oh, ok then
It seems super cheap to me, but that's because I'm used to losing 80% and up of my current level to reroll 
But yeah, it seems good ๐
Well, let me know when the new build is available (and Flash might want to know too)
ima upload it now but if its broken uhh it might be fixed much later cauz me gonna sleep w neur strim
Ok then, hopefully it's not broken then
yah definetly
Well, the reroll stuff is out now I guess, so you should take a look or something
aigh im trying it now
I'll probably try it soon too, likely after the Neuro stream
Did you update the server too? It isn't loading for me.
Pretty sure Super did already
I don't think so. It still fails with CORS errors, which should be fixed by the server update.
huh
and I can login
wait, you have a different uuid
Windows also works
what does that mean?
your url is different from mine
yes
wierd
any idea what may be causing the problem?
welp I tried on incognito where Im not logged in and it still works
Maybe itch is still propagating the update? I can try with your url.
hmm maybe its a browser thing
It is updated
I'm on firefox too
huh, well for firefox the difference is clicking play creates a separate window, on edge the game is still on the page
will that make any difference
Whatever the issues is, it doesn't seem to be a code issue
Works fine
strange, mabe like browser permissions then
Who knows
until i figure the problem out i should prob add a warning that the leaderboard might not work on the web version 
Maybe
I may have an idea. We have a stupidly strict firewall setup that blocks every port by default. Maybe I'm hitting that.
Possible, sounds likely at least
Probably doesn't like something unusual like port 8727
doesn't explain why it doesn't work for my edge though 
Edge is just bad
well, can't argue against that
Firefox is the best browser

not anymore, it should just be blue chromium nowadays
And Firefox is the one browser I care about the support for
I have completely deleted Edge from my system
Looks like someone visited /redirect with a wrong state/code. May have been me testing with some online proxies to see if it's my fault.
Entirely possible I guess
You should have probably added a catch for that one though
Or something
Not sure
It didn't crash the server so it should be fine.
Yeah, but this error just takes too much space in the console, so I'll add a more specific catch for it
is there any list of things that will be added to the game or currently been working on. I kinda want to suggest to add power up to mob drop, things like magnet (absord all exp on the map), freeze enemies, some kind full heal for both collab partner and ai, flamethrower style weapon that burst enemies, and mabe more but that's what I can come up for now. Any thought
Sounds like interesting ideas, although the magnet with the current system sounds like a performance nightmare, even the old 4x range causes massive lag on my system
A magnet effect does look cool, but even magic survival has a fps drop with it. What if it just removed all the exp from the map and gave it to you directly?
That would definitely achieve the same thing with way less performance loss
The game feels better now that the enemies don't cling to the sides. Parts do feel easier, while some harder
Picking up exp is a bit more of a pain to collect because it gets scattered thanks to Evils fireballs, but I dont need teleport to cross the fence late game. Also more space to weave between enemies
I didn't notice any bugs, but all the exp lying on the ground started giving me lag. The sheer number of pizzas probably didn't help though
Definetly going to add more upgrades someday so will
those down 
Current roadmap is to rework achievements system, add Miniko, and then add an ARG themed map
cool and glad to be helping on the testing too
Yeah, we need more upgrades for endless mode, and you might need to optimize pizza because of how many you get late game, and maybe add alternate endless upgrades that scale stats directly so that you don't have to get laggy pizzas
I just got a decent idea for how optimizing lategame exp could be possible (this is inspired by a system in Minecraft): if there is a lot of exp in an area, instead of just letting them sit, combine them into one larger exp pickup, possibly with a different sprite to indicate it being stacked, Minecraft does that for exp orbs and some other games do something similar too, it's good for improving performance
Waking up and seeing this was crazy by the way, I have some catching up to do
Yeah, that was a crazy run. Thing is, I could have gone longer, but I messed up and reacted too slowly
I plan to count up how many pizzas I had. It was kinda ridiculous. I probably had at least 30
Crazy stuff
But that definitely sounds helpful for reducing lag
At that point, 2 hits and I was dead. They were taking like 60-65% of my health, so I had to be real careful
Yeah, the scaling goes crazy in the late game
I'm gonna switch over to neuro and see how far I can take her, and I have ideas for that
Although I have an idea for a meme that requires evil, so I'll probably do that at some point too. The reroll should make it easier to do now
I guess I'll have to keep trying to get long runs with Anny and Evil
Oh cool, new lowest score record
yeah, i got top and bottom 3, get wrecked
the bottom 3 are kinda in part my starting upgrades, part rng, and because the feathers are so pathetically bad, that the only silver lining is it's better to have them than to not
also my stinginess in not rerolling
side note, i was tempted to try and make my first score on the leaderboard 69
I have a lot of thoughts on the balance of various upgrades and a few other ideas, so i'm gonna type it in a google doc as there won't be enough space here.
I'm doing it before my pea sized memory makes me forget, and I want to go in depth with a good chunk of it at least.
It will mostly be ideas and suggestions that I have basically
Ideas to fix the balance for Neuro and Vedal?
Currently one of the major issues as far as I know is their bad healing
anny and evil arent safe either tbh. i'm not sparing any of them 
but yeah, mostly neuro and vedal
Well, a balance overhaul like that would basically mean a new major version, at least to keep the leaderboard fair
The leaderboards is designed for easy version separation
yeah, that would be the case
which is fine by me honestly. an alternative could potentially be to sprinkle a couple in the major versions currently planned, but i'm not trying to rush things
i'm just doing it now because i have the memory of an old man
so I've started on the doc, and I probably won't finish it today, but here's a better explanation of what exactly I'm doing and why.
It will mostly be my thoughts on the current balance, and I plan to go through each upgrade in detail. I'm also putting my thoughts on a couple other things too.
I'm doing this because I'm actually really enjoying playing the game, and I've been having fun coming up with ideas to balance it out too. Enough fun that I'm starting to consider if it's something I want to work towards as a career.
I just wanted to say this before I drop a several page long document, as I know it will likely be a while before any serious balance changes start getting worked on. In short, I'm not trying to be a pest, but rather I'm probably getting a bit too absorbed in this lol
You guys now have your own leaderboard on Neuro Chat Elo too!
(also please if someone can provide better badges for me
)
you're all too good at the game 
Ok cool, make sure to not spam the server with requests
Looks good! Makes it easier to figure out everyone's top score, especially as more get added to the one in game. I kinda like the little badges tbh, but it took a bit for me to figure out what they meant.
Anyways, I'm gonna take a much needed break because I was thinking of this for a few hours before I even mentioned it here.
the next major update (1.5) is focused on Achievements, and since that doesn't really impact gameplay, I can definite also focus on lots of major balancing in the same update, so this doc will be very useful 
I think the nuke is bugged. the description says 12 damage, but it's doing 8
at least, thats what the damage indicator shows
also, is the rum base damage of 1? if so, i coulda sworn it did more than that before lol
turns out, neuros sword is also 1 base damage. i seriously thought it was more
. I'm kinda glad i decided to play them again before doing their part of the doc
Even the drones have 1 base damage. If neuro were to ever see this doc, she'll probably ban me in an instant 
yah erm I probably forgot to update the numbers after nerfing them a bit
Base damage of one, but the puddle thing it creates also does a damage of 1 at an interval
so its really a base damage of 2
yah each sword strike does 1, so if you get the enemy in the overlap area, should be 2
Welp, RytSty just gave me more to test with that vedal score. I thought i was done with vedal testing 
By the way, do XP pickups and enemies get animated off screen? If so, that is a huge resource sink right there
Also, I recommend exporting the game executable with a release configuration instead of debug, a debug build is usually less efficient
They kinda do but looking at my debug profiler really the thing that takes up the most resources is Physics2D so basically the enemies 
make sense I need to look into how to do that.
Yeah holy, they're second on the leaderboards now
evil + turtle
thats crazy
Damm I kinda want to see their upgrades lvls
I should really implement that next update 
(along with heavy balancing and achievements rework)
(also i'm not salty i got bumped from #7 to #8
)
I was just thinking about this like an hour ago, and maybe instead of heavy balancing overall, maybe it's better to focus more on Neuro than everyone at once.
Evil is definitely too strong in some aspects, and Anny is mostly well balanced if you forget portal exists.
Vedal is useable, but is outclassed by Anny in survivability and also in general. I did 1 run with Vedal this morning, and that 20k score was almost entirely due to Evil alone. Vedal did very little overall to help.
If I were to make a tier list for the characters as a whole, I'm not sure if the inuke is enough to save Neuro from F tier. I've been struggling to get a good grip on how good her upgrades are, mostly because of her swords being near impossible to use effectively and safely at the same time. But in general her upgrades tend to feel weak/detrimental
Tldr, Evil, Anny and Vedal are playable, but Neuro kinda feels like a boss that you can't kill and always follows you.
Or like mining with only creepers in Minecraft

Yeah, I can definitely agree that especially Neuro's swords are very impossible to play with that well because of how it forces you to aim behind while the enemies come from all sides and most other upgrades Neuro has are quite bad compared to everything the other characters do
Well, maybe you could still get some more performance from making them not animate off screen, Who knows, maybe for some reason that is under the same profiler category for some strange reason
Should be fairly simple, usually it is
I think probably the easiest way to deal with the swords is to slow neuro down. She's quite a bit faster than Vedal, so he can't really outrun her.
If Neuro is brought down from 75 to 65 speed to tie with Vedal, I have a rework/buff in mind for Vedal that should help him create distance from neuro too.
Anny's portal should buy more time before neuro catches up too this way
That would still be kinda bad compared to Evil, since with Evil you don't have to worry about distance to her
the thing with Neuro is that she really tends to get close to you and with max level swords, you're literally forced to aim backwards from where you're going, causing a lot of the issues
hmmm
buh

will it be mabe too OP too like, greatly reduce or even remove damage swords does to the collab partner 
Well, that would also be an issue for balance, Neuro is very weak with it but too powerful without it, you need to find a way to allow aiming while keeping it possible to stay within standard minimum distance of Neuro (and somehow fit in the ability to be damaged by the swords or something like that)
hmm true no damage would be too powerful. Will think of some ideas
if anyone hads them also plz tell
Yeah, Neuro in her current state seems like a nightmare to balance
The swords don't allow for ranged attacks with travel time, but having them do damage limits aiming too much
Evil doesn't kill you as long as you don't get too close, but Neuro is actively out to kill you, seems accurate to lore 
The ability to aim in all directions is mandatory pretty much
And it's also impossibly unbalanced game balance wise
my current best idea is swords to reduced but not 0 damage to collab partners
Evil feels fairly decent in the balancing aspect though
That would still limit aiming too much, since you would still be losing HP, especially with Vedal
Since Vedal doesn't have good healing
true...


