#Neuro-Sama and Evil Fan Game (wip)
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Trying to run it gives a weird error
Also the download only gives an exe
I think for most games there should also be things like assets and maps, maybe even dlls. A game usually isn't just an exe, so if you've only uploaded the exe, please also include the rest of the game's directory structure, which is probably required to run the game
At least based on the error
Ah I see! ty, i will zip it and try again
Ok cool
Alright Uploaded it as a Zip now, with the rest of the stuff, should work now (hopefully)
Im also working on a bunch of new stuff rn too, I added Evil to the game as well now, but still working on her logic
Why is it using 20% from an i7-12700K and no GPU
Also the hitboxes are too big and sound effects are too quiet
Why is this like the heaviest application I've ever seen
I think my fanspeed hasn't been that high (sustained) like ever
Might want to optimize it just a little bit
But at least it runs now
Did you remember to enable GPU acceleration? If not, that would definitely explain the high CPU usage, as rendering stuff with a CPU is not really a good idea
Oh I will look into the GPU acceleration stuff !
Suggestion: add a pause menu with a way to exit the game, add an options menu with sound settings (volume) and FPS settings (Vsync, FPS display, max FPS slider (when Vsync not enabled))
Ye Pause menu should be quite doable! will do that next
Ok cool. That way players will have an intuitive way to exit the game
And definitely do look into GPU acceleration
I appreciate all the ideas, will come back to this and go through them and implement them for the next build :D
The only game I really put up before was a little mobile style game, so this is quite a huge step up
Cool. I just happen to like Neuro stuff and know quite a lot about computer related things so I thought I'd help with getting the game running properly.
ye its been very insightful hehe, thanks alot
Although the most I've went into game myself development is modding Neuro Γnto games.
No problem
By the way, if you need random Evil voice lines, I have a TTS trained on Evil's voice
Oh damn! That's amazing
Want a test?
Sure!
Here's my 2000 epochs (final version, it stopped getting better around 1300) test. (It was made to generate Portal 2 voice-lines for my Neuro mod)
Ayy this sounds pretty good
It's the best I could do with my bad dataset. It's trained on only the Cyberpunk stream, which was the first stream to feature Evil's current voice. It took like a week to get all the data I could get from it (manually)
Maybe I'll add more to the dataset someday, but not now.
This is the result of a modding project getting to a crazy complexity. I have't even made all the voice lines for Portal 2 yet, since I only finished training this just before the subathon and haven't managed to get it done yet, but the voice lines will be in Portal 2 Neuro-Sama reskin mod v2.0.0
Anyway, if you need voice lines, just ask
That sound super fun tho, I dont own a copy of portal but if I did i would try the mod out hehe
I'll hit u up if i need some voice stuff
The mod is for Portal 2, but I have a Portal 1 mod that just adds Neuro as the player character and not much else with compatibility with other mods.
I basically put Neuro in random games as a passtime. And if anyone has a Neuro-related project I can help with, I will. Things like the Neuro clicker build for Cookie clicker is in the works, as well as a Pizza tower mod, fixes for my Undertale Neuro mod. There's a lot.
I cant wait to play the Neuro clicker one, it sounds rly fun
And its really funny as neuro loves cookies
It's already usable https://discord.com/channels/574720535888396288/1191093612067430420
Has only one known bug
And the graphics have many changes already
And I've done multiple things to the text.
Oh it looks pretty sick, I'll give it a try
Just you need 7zip to extract it so get that if you don't have it
I'm already working on the Pause menu like u said rn :D Gotta figure out how to do sound settings, I only have done graphic settings before
Ok cool. Hope it works
Also if you need any Neuro covers, I have them in lossless quality (ogg)
Oh i got a folder full of them aswell, not sure if they are in lossless, I just used the public google drive
Oh I see :D
So if you want some of them, just tell me which ones and I'll send them. Quite easy to store by the way, since I have 25TB of storage.
That's good to know hehe If I need some I come to u for it
I just have a lot of Neuro data
Oh I just finished making the Pause menu that lets u go back to the main menu
thats a huge Quality of life improvement haha
Yeah, it was kinda inconvenient without one
For fun, I just tried seeing how many chucks it would take to send all of the Neuro covers. The answer is 104 25MB chucks
Damn, that's alotta chucks haha
It's just because Discord has a single file file-size limit of 25MB. It would also take 11 messages to send all the files due to the 250MB maximum message size
Ye that makes sense
But, if you want it at some point, I have it prepared. Or if someone else wants it
I think another good feature would be a screen that comes up instead of the main menu on death. It's not usual to just randomly kick players onto the main menu without their input
Sounds good
Nice
The current downloadble version is very basic and just basic platforming, but I will try to upload a better version once the game is somewhat playable with purpose
And it might lack GPU acceleration so it tanks your CPU
yea that too
I have an Idea why it tanks so much, I need to clean up the code cuz I left alot of debugging code in
Like instead of running some things each tick, make them run each .1 second instead
Games are usually able to go on more systems if they are optimized well.
Added this feature just now! Got working death screen now
Instead of Just going straight back to main menu
Cool
It's a pretty good feature
Shows the player what happened instead of just throwing them to the main menu
Added a Restart Button too, which means 1 less button to press, makes u not have to go to the main menu first
:D
Settings menu is something I should look into ye, I remember doing something similar before
Maybe also even add windowed and borderless windowed mode
Uploading a Newer Version Right now! It actually has a "Start" and "Finish" so its technically beatable, a lot of stuff is still very placeholder but it at least has combat now instead of just platforming
Interesting.
There is a bug with the mouse cursor being invisible on the main menu unless some button is clicked, and it dissappears immedeately after clicking somwhere that's not a button
Also the main menu buttons do absolutely nothing, including start and exit
So the game currently cannot be started fully and cannot be exited outside of force-closing
yea i wrote that in the download instructions, so basicially theres some bug, u can still use the buttons by using arrow keys and pressing space/enter
I should put a "ReadME" text file into the next download for stuff like this haha
Im working on UI bugs rn
Ok, I'll try that then
It does not work with the arrows, but tab worked and I did get in game
It still doesn't have GPU acceleration it seems like. Also the attack button is so unintuitive that it's easier to just run passed all the Evils
Absolutely no one will use the "1" key to attack, it should be mapped to the mouse
Crouching has a wird camera bug
The pause menu should also be mapped to the escape key, the "P" key is a slightly unusual pause button for a first person game
Oh I just fixed the Menu bugs! I can reupload it in a sec or tomorrow depending how long the packaging takes, I can change those keybinds too
Yea the GPU thing is still an issue, trying to figure out how to fix that
Cool, hope you figure it out
Aight Packaging a nice build, trying different packaging settings, also Start Menu, Pause Menu and End of Game Menu should be fixed now, and attacking is now Left Mouse Button instead of 1, and Pause is Esc instead of P
Will write in here when I uploaded the Fixed version
Is it still 1.01
ye
I renamed it, and unlisted the old one
the changes were too minor to call it 1.02 haha
Ok, makes sense
but they are huge quality of life changes to be fair
the Menus working nicely
the only thing that dosent feel very responsive yet is the Animations
Yes, if the menus work and the buttons make sense, it should be way better
I think 2 things im gonna develope next are, I will make the Enemy keep targeting you, even if u walk out of their field of view, and put a timer on that so they "lose interest" after a bit, and make you have to kill the enemy to progress into the next stage
I think it should be something like the enemy will come to the last place where it saw you, to check if you're still there
Hmm hmm that sounds good ye
I just pulled that from how some other games do it
According to task manager and my ears, the GPU acceleration is still not there. The Menus do work now. The enemies are unbalanced, it's easier to just run past than fight them. The health bar above the enemy's head does not update. Pressing escape while paused should unpause the game.
Wait what. I just thought to check, and it seems the game DOES have GPU acceleration. But it's raytracing
Ohh I see
Or at least using the same cores as Portal RTX
Yea that probably would explain it, I could try putting it in a Scaleable version instead of Max Settings
That would also explain the high fan speed
I think at the start of the Project it selects max by default, imma see if i can swap it without bricking the whole thing
Also the only graphics being RTX would mean anyone before the RTX 2000 series couldn't run it on their GPUs
I see, yea that would suck
Especially since not nearly everyone has RT capable hardware yet.
So it's actually kinda lucky I showed up with an RTX 4070 Ti which can do RT
Instead of someone with no RT
But try to get the graphics to not be RT, at least by default.
Also what kind of graphics card do you have? Knowing that could help figure out if it could actually be RT
this the one Im using rn
It runs on a non RT system, just tried. So it's not RT but also behaves very strangely. Also that PC could barely handle it
So now I have no idea what's going on with it's GPU utilization. It does utilize a GPU, but in a way I've never seen a non RT application do
Might have to clean up some code :D
gonna look more into it tomorrow hehe
And also it's either very unoptimized or doesn't have Vsync. I don't know which, because there's no FPS counter
yea FPS was uncapped, i just capped it at 60 now
maybe it was simply pumping out like 800 fps trying to run it as fast as possible
yee I will do that when I do the Options menu
It being uncapped by default could have been a culprit to lag too
You could make it have Vsync now and make it do that by default
Then later add the options for FPS in the settings menu
Because I like running things at 165 FPS instead of 60
ye looking into it rn
Also I think on my system it might have been a bit more than 800 frames it was pushing without limits, as my system is super powerful
Alright I got Vsync enabled by default now, gonna add options menu tomorrow
aside of also fixing the AI pathing to follow the player more consistently
Ok, once you add it, add an option for an FPS counter. I really wanna know how high FPS I can get in this
haha yea!
Maybe I can see if it gets 1000 FPS. If it reaches more than 1000 FPS, it's definitely lighter than/easier to run than Minecraft
Minecraft is actually really poorly optimized. Doesn't help it can't use my 12 cores
yee and it gets ever worse optimised the more mods u use xD
I saw this using many cores, so at least it's better that way.
yea i havent had any issues running the game on my PC yet, but it does push more than it should... it shouldnt take like 30% of my CPU instantly
I do use some mods to speed up Minecraft, but the 1000 FPS figure was from vanilla while looking at the floor at 32 chunks. And yeah it shouldn't take 25% of mine either. That could run like 1000s of Neurolings (with 3 instances)
Welp, I think I'm going to sleep
sleep well!
This is like the first 3D game I've seen that can handle a remote desktop interface properly without up-down viewsnapping. Might be the engine, or the input handler is well made. It's a cool feature though
But it's cool it handles my remote connection, as I'm quite often on a remote connection, so I can run it from the remote interface and test it there too.
hehe thats good
As the laptop I'm connecting from definitely couldn't handle the game unless it was in 144p with graphics equivalent to a superFX
By the way, is it ok if I archive the older builds?
Cool, I like storing random Neuro stuff. I have the storage space so why not?
Alright, I moved builds before 1.01 fixed to my 8TB E: drive
Hell yea, I think im sitting on quite low amounts of space, probably 2 ish TB
But I can manage
I have way too much: 25TB, of which I'm using like 2 or 3
Of which 9TB is SSD and the other 16TB HDD
Anyway, are you making anything right now?
Uhm still laying in bed rn, I usually spend the first few hours warming up first, its pretty cold here lmao
But when I get outta bed imma start coding some more
Ok, I'm always too hot, because my PC is on 24/7 and so powerful it's basically like a space heater. It could be -30 outside and I have +30 in the room I have my PC
Or something like that
I usually alternate between my PC and my Laptop being on, use the laptop for when in bed
its pretty chill like that
At this point my PC is basically a server, so if you decide to add multiplayer, I can provide servers, at least for testing
It would actually be kinda fun to have a purpose for keeping my PC on overnight other than it's convenient, like having a server running on it.
Currently it being convenient is basically the only reason
Hmm Multiplayer Applications are like Many Layers harder than just a simple Single player game, basically have to rework the whole code around it
Ive tried wrapping my head around it before
its messing with alot of indexes
Multiplayer in many games works by sending packets to the server when something important, like a player doing an action happens, or when a player changes position, but also often the clientside tries to predict predictable events based on what it knows about the server, with the server periodically sending updates about the state of the map and other players when relevant, or at a fixed update interval. Usually both the server and client know the map and all elements in it, as well as the velocities of moving things, as well as all colliders and such. The clientside then recieves packets from the server ot tell it what has happened to those objects, like if the object changed velocity and where. This allows the server to only do processing, while the clientside mainly does rendering and predictive actions.
I wrote that off of my head.
yea that sounds familiar
Its basically min maxing what you need to do server sided and what to do client sided
to make it as seemless as possible
That's pretty much something like how it works. I think my PC could easily handle it, but it's your decision if you want to implement it. Also I noticed you added menu music, but when changing menus, you should maybe check if the menu music is already playing and not interrupt it if it is, just don't start a new instance of the menu music and keep playing the current one
Basically the menu music restarts when changing menus, and maybe it shouldn't unless you plan on having different music in different menus
Yea I plan to randomise the music too, so it just playing X Neuro Song, i gotta look into the music not restarting randomly when switching menus
Would you like some of the high quality Neuro covers?
Or even all of them, although that would take a bit of effort to unpack
Can't UE5 handle .ogg files?
They are lossless, but a third the size according to my testing
If they don't work as .ogg, it's pretty simple to use a program like Audacity to convert them to full-sized .wavs
It does say it supports ogg but converts it into wav internally
So either should work
Should I try sending the whole 104 part archive?
Ye
Do I put it here?
You have 7zip, right? I don't remember if I asked
Ok, I'll try sending it now, wait until all 104 parts appear
Yee You can put them in here, I have winrar which should unbox 7zip files
Every component is now sent, but will take some time to process. Just wait until all of the parts appear
Ye ;D I will import them when I get to my PC later
Will be nice having some varied music
There is 255 different files in there
It's done
My remote connection really hated the bandwidth being reduced to nothing
To extract it, just download every part and select every part, then unpack them. And ignore the installer, I did some experimentation, but if you want to add them to Windows' built in media-player, that's what the installer does.
Also there's 2 layers
So the multipart archive has a single big archive, which has the covers and installer
aight thanks alot :D
No problem
I just like storing stuff and having it ready if anyone needs it
Not all of them are perfect by the way, the newer ones have a higher chance of being direct stream recordings, but sometimes I had issues while recording from the stream, so I had to record from a VOD instead. (that's rare though)
Many of them are stream quality, but just keep that in mind
ye i can listen through them
Most of the new ones (that have been played recently) are direct stream capture. Some of the older ones aren't, but should still be decent quality. None of them are like very bad quality, I do have some standards. Also there might be some unofficial ones in there.
One issue with them I just happened to hear from my own copy: Tiny little adiantum has an audible distorted click, no idea why, but it does. Might be from the source stream or a recording bug
So maybe clean that up or don't use that track
I honestly can't tell if this is remote desktop but I assume it is a remote desktop related thing, but the mouse cursor can reach the edge of the screen and stop being able to move the camera, but I think that might just be a thing in remote desktop in how it passes the cursor to the remote machine
So probably nothing to worry about
Is there any progress?
I tried to sit down in my chair got pretty sick, so i gotta rest for a bit
(hopefully not too long)
Did you do anything yet, or still resting?
Well, if you don't have the energy to do any development, just rest. Do development when you have the energy. Just tell me when you do some more things.
Any development happening here?
still not feeling much better, will give more updates in here when I can get back on my PC
currently cant really use my right arm/hand at all
Ok, let me know when you can develop again
Will do
Is any development happening yet?
still cant use my right hand :/
My condition does this at times, As much as i wish to continue developing atm i simply cannot
until it calms down
Ok. I'll just keep waiting then. Hope it gets better soon
Are you still having issues using your hand?
Yea still having issues with my hand but just made a major update on the Enemies
Implemented a fix, where they essentially keep in memory that they saw u for up to 15 seconds, and if u get out of their zone, they resume to patrolling
but they now actually chase u and u cant just walk behind them to make them stop attacking
Did you get the Neuro covers yet?
i tried, but couldnt get it to work
Did you download every archive?
i tried a bunch of them
It's chunked, so you need EVERY SINGLE ONE to extract them
Otherwise, it can't get the data right, so it can't extract it
hmm never heard that before, i see
Make sure to download every file from 1 to 104 and have them all in the same directory, then extract the archive
It's just a way to make way too large files fit into Discord
And I guess it could be used to store something on very small storage devices, if you have enough of those. I guess it's not a well known feature, which is why I try to avoid using it, unless absolutely required
Did you try getting all the parts yet?
Added a bunch of Options to the game, including Resolution, Texture Settings and Vsync which should make it alot more playable on multiple pcs
Cool.
Did you try getting the covers now? Or are you going to try soon?
Also, did you add an FPS display?
oh i didnt add the FPS display yet, imma try that now, i think i will do the music stuff later, i think i wanna get a working game done rn first
before wrapping my head around that
You should at least download the files maybe, before they are like 1000 messages up
Unless you wanna scroll that far up
Idm scrolling
Ok, I just really wanna know if they work
Well, tell me once you add an FPS display, and when you try the files, or if anything happens, or if you release a new build, or if you wanna ask something.
Working FPS counter now
Wow, cool
When are you updating the build so I can get to play with these features?
Uhm this build is a bit buggy but im doing some changes rn, for example taking alot of the load off ticks and making custom timers that call something ever like .1 seconds instead of calling something every frame, which was (probably) one massive contributor to the lag
I could still upload it in a sec tho
If you have changes you want to implement, do that first.
Just tell me once you do upload it
yeee i will post in here for sure whenever a new build is uploaded :D
I did slack of for a few days due to my illness which sucks, but im glad i got some stuff done today
Ok cool, I want to make sure I get as many builds as possible, but don't want to have you uploading a really buggy build just for that
okay yea so my FPS basically almost doubled
thats crazy
imma try uploading a build real quick
the attacking animations kinda bugged out, but the combat is almot more balanced now (u wont randomly deal 1000000 damage) so attacks by both u and the enemy are limited, and the enemy will chase u down alot better now and theres a lot of options to mess around with like settings wise
Ok cool. That's a big performance improvement too
What was it at before?
i think before it was like 30-40% of CPU and roughly 80% of my GPU
just from running the game
That is quite a lot
and i havent even touched any shader settings etc yet
that will turn it down by alot too
It can probably be improved a lot still.
yep! im happy with this performance improvement tho
just gonna like, find out how not to fuck up animations π
Yeah, I hate animations in modding, so I can imagine making them from scratch would be even more difficult than improvising pre-existing ones to work
alright new Version is uploaded now, V1.02
Cool, I'll go get it
you can technically "still walk past them" but i will think about a way to stop that
like make a temporary wall that reacts to the npc being killed
You would somehow have to communicate that to the player and make it make sense
yee
Most games either keep running away as a thing and somehow make it bad for an inexperienced player, or make the enemies so good at chasing it's impossible to run away. Temporary walls are pretty much only for bosses. Otherwise it turns into more of an RPG with real-time combat
Either the framerate is too unstable to see it, or Vsync doesn't work
The framerate is just all over the place, unable to keep a stable 165
The end screen still has a buggy cursor
I just realized Neurolings is using 8 gigs of RAM. That could certainly effect the framerate
I think Vsync is actuallly working, the Neurolings were just making the framerate go all over the place (running an experimental Java 21 build)
With a more stable framerate, it's actually settling around 165 when it can
There should be a way to access the settings from the pause menu
There should be volume controls for everything, sound effects and music
Moving the cursor on the main menu causes it to flash rapidly
yee i will try to add the settings to the pause menu too
and sounds setting i will look into aswell
Someone might want to toggle the framerate display
Pressing escape while paused should unpause, and pressing escape in a menu that isn't the main, or pause menu should go back to the previous menu
This I actually did try to implement and i could not figure out why it dosent wanna work
its almost like pausing the game fucks with keybinds idk why
Maybe the keypresses are checked in some loop that also gets paused
Like in the middle of game logic, which would be paused on the pause menu
That would possibly explain it.
yea might be something like that
This experimental version of the Neurolings really didn't help the framerate though, quite the opposite in fact
haha silly neurolings nomming all your ram
Literally a memory leak
It isn't even doing a good job of freeing the RAM now that I decreased it back to just a few
Probably an issue with the experimental Java 21 build I'm testing
im surprised my game takes up fuck all ram
like my PC in limbo already sucks like 8 gigs of ram, but the game barely added like any of it
Yeah, the game's RAM usage is basically none compared to what the Neurolings are taking right now
I might actually need to restart it at some point, but first I need to know: is there a limit to how much RAM they can eat?
I guess it doen't take more than 8 gigs. Or it's time based.
Anyway, keep doing something. Maybe you can get it to work and maybe even be more of a stable framerate
I found out where it pulls GPU trough: the same place the Neurolings, Desktop window management
Isn't that interesting. It's basically running like a static window with no acceleration. It might not be using the GPU acceleration properly, since I don't think the Neurolings use GPU accelerated graphics, and this seems to be behaving very similarly
You might still not have GPU acceleration in the game, which could explain the unstable framerate and high CPU usage. I don't know
At this point I have no idea if there is or isn't acceleration
You should try to get it to use the GPU trough it's own process, which would probably be making it definitely GPU accelerated. That could seriously impact performance, if GPU acceleration turned out to not exist right now
It's own process is only every now and then using the GPU's "copy" process type. That is very non-typical. Also non-typical is the fact that while the game is running, the GPU use of Firefox goes up to 20-30%
Almost like it was somehow hooking onto Firefox's process
Any progress?
Nothing big, just went back over the code and organised it all more so i can in the future improve better on it
better to do that now, than too late
Sounds like that's something important
Important, yes but it dosent really "improve" or change the game at all just makes stuff on the backend of it nicer
Well, it's good to get it done then. Havey you tried figuring out what's going on with the GPU acceleration stuff? It's really weird.
I havent seen a setting for it yet, but I saw alot of graphical stuff i can make changeable, like shadows, render distance etc
Interesting. The way the game behaves with the GPU is extremely unusual and weird. It increases the GPU use of my Firefox process, doesn't have it's own GPU usage and seems to make desktop window management use more GPU
And I have no idea what it's even doing with the GPU
Hmm yea that is pretty odd, well the only game I ever packaged before was essentially a mini demo for a mobile game that had barely any content in it
So maybe there is some tricks i have to employ for PC type games
Maybe the code has to account for GPU rendering
You might have to look for related things in the UE5 documentation or something. I'm not really familiar with UE
This is what I found on google, no idea if it's related
Could be something completely different though
Any progress here?
Have you done any more work on this yet?
Still have not made a full recovery :/ so progress been slow
Gonna try to get some more stuff done
I don't think getting the sounds downloaded would be that intensive, so maybe you could try to do that at some point
I still want to know if that massive split archive works
It didnt work for me, I might have messed it up somewhere along the line tho
i am pretty stoopid
Did you get every part
yea
If you select all of them, it should show 104 files selected
That's a really good way to check
If the archive doesn't work, I might have to try sending all the 255 files inside individually
It's doable, but time consuming
I can just convert the ones I got as MP3s instead, i already got them all on my pc
They might not be as high quality though
Did you check you have every part?
The most likely cause for the archive not working is not having all the parts. You could also try clicking the "extract" button, when all the parts are manually selected
I could try making the chunks bigger, which I haven't tried, but according to recent data, this srver has a higher file size limit than Discord normally. Should I try that?
It should be reduced to around 26 chunks
Well, I guess I'm trying a bigger chunk size, which might work better and be more manageable
I'm gonna try sending the 26 part 100MB per chunk archive now
There, try that one
Did you try the new archive?
Did you try the archive with larger chucks yet?
Does the new archive work?
**
