#Game Dev General
1 messages · Page 2 of 1
It could probably cost a bit more mana at least, and maybe make it slightly more expensive as I think it's the cheapest right now
Also, with fireball at 3 now, if I cast spells in the right order I get the cooldown to exactly 0
yes
and if you mess up, your shuffle time can go up to max 30
before there wasnt a limit on how high the shuffle time can go so i had to change that
I just tried the level 3 fireball on the dummy, and it makes level 2 fireball look completely pathetic
Not really. It also lowers cd
btw did you experience where you used a spell but it consumed a different spell and you can reuse the spell that you just used?
Not that I've noticed. My attention is split between several things, so i'm still at the button mashing stage 
black mage is all about chaotic game play, theres gonna be more playable characters in the future, but they are going to have completely different playstyles
oh yeah, if you want to try out the expensive spells, go for hail first, it costs less and explosion consumes all mana when casted (if you get the reference, you are my friend)
It was the first thing I thought of 
I noticed the characters design too btw
wasap with the design 
i have a list of some of the most hated enemies to fight against

The ones that are harder to hit because of their move pattern. I find shock and firewave helpful for them at least
Megumin 
oh not which piece type, i was wondering which specific enemy was the most annoying to deal with?
I don't know that yet as I still am a bit overwhelmed by the amount going on at once while also trying to figure out how the game works
gotcha sorry if it was ever too much to deal with
I'm gonna actually play some more now though lol. It'll get easier to manage things with a few more games under my belt
cya, thx for playing it despite being really scuff 
No problem! It seems pretty well made, and I haven't noticed any bugs (yet
)
wow this is unusually high amount of new messages
also when you are done feel free to give me feedback on the game, doesnt matter whether its positive or not, i can use it to make the game better
what are yall talking about?
nah its just me ranting about my work, you didnt miss much i think 
That's what happens when I exist 
one of the games i made, just scroll up and you can see the vid and the link 
chess towers?
ill check it later if i don't forget
i named my last music "spirit of the sky" with just some white circle on a blue-ish bg 
also miffin, just asking, what do you think about the target dummy 
u r fine
i had like 0 idea what to do here visually tbh just a completely random name
I assume that because you are asking, there's some sort of reference? It's a pawn with a target on its head, which kinda makes sense
Also I beat 19 with that run. It kinda devolved to potion and level 3 AOE spell spam after a couple levels
The levels started to take a while, and I learned that dashing can let me escape being surrounded. Also that the item limit is 50.
As for this, I have a hunch it has to do with your spells moving to the left if you use a spell on the left. There were a few times where they moved to the left and cause me to use a spell I didn't want to, and even made me wait like 20 seconds because I ended up using my water bullets this way. I think that not having the spells shift to the left like that would make it much easier to focus on other things.
By the end I had more money than I knew what to do with, and I had all level 3 spells. 3 water bullets, 2 shocks, firewaves and icicles, and 2 or 3 fireballs.
Lastly, the ability to change keybindings would be nice. Particularly for dash and manual shuffle as then I could lessen the amount of buttons (10) that I have only 4 fingers for 
Thank you for coming to my ted talk
Thx for playing man, hope you enjoyed it 
Are there any issues or sort that seems pretty annoying?
and what do you feel is over and underpowered, stuff like that, i want to get as much feedback as i can get
man, godot path3d node is so useful and fun to play around
it's indeed quite cuddly
lots of legs, more to love i guess?
Presented Heroes Against Time and my main game in a physical event!! here's a player checking it out
Also nice main game banner there
Thank you!
the organizers were kind enough to set these up and my cover artist helped and made the image fit the dimensions and CYMK file type for printing, he's a saint
That banner is like 2 meters tall (6.5 feet) and they let us keep them at the end 
My main game got accepted last second, this was my first time ever doing anything like this asopasd
omg

im considering working on a rpg maker game
my concept is:
- inside a hotel
- you get into your hotel room
- do stuff in hotel room before going outside
- outside
- neuro tricks you into breaking the jar by putting traps and obstacles on your way so you could only walk in that path
- neuro runs away with the cookies
- evil sees you "break" the cookie jar
- now you have to find neuro while escaping evil and her knife
inspired by
Which genre of game is it? Horror? D:
simple rpg maker game where u have to escape evil while looking for neuro
Sounds nice
I'd be up to trying it out when it's done


outside hotel (if u can call it that)
CUTE
Japanese localization !
How many languages are u planning on having?
Currently just doing Japanese, Simplified Chinese, Spanish and Russian but idk, I kind of want to add more languages in the future
Oh that's cool
Japanese? Too easy. But can you do European?
I really want to call my characters árvíztűrő, žluťoučký, małżonkę, tüfekçidir, and Београд
Honestly Russian is kind of troublesome with the translation, the words are so long that I had to increase most of my buttons width by 25% 
Actual tip: Expect translations to be 1/3 larger on average
Great tip honestly
will keep it in mind for future stuff
Low-effort thought: Hazelight style (e.g. It Takes Two, Split Fiction) Nuero + Eliv co-op game
Could have them adventuring in worlds themed around other streamers or something (collecting stream keys?
). The duo's different personalities would make asymmetric gameplay only natural.
Bottlenecks: Multiple worlds idea needs a ton of art assets. On the other hand, it would give concrete milestones for releases and/or killing the project.
Any creative ideas that would go well this description? Any issues you see with it?
This reminds me of @grizzled umbra 's game last game jam tbh (though it was Neuro and Vedal instead of Neuro and Eliv and one person controlling both instead of co op)
Sounds like it could be a cool game

would love to see an evil+neuro co-op game tho
I have an extremely stupid but funny idea for a game as well, but it'd require voice acting from the trio (and possibly a few others as well)
it'd be easy to make too, but it'd also put my artistic skill to the test lmao
Oooo sounds exciting
I could call it "Past Runs" or "History" or something... or I could have a sneaky abandoned archive reference... 
If you don't have access to the archives they are abandoned
Yeah russian has longer words on average from my experience, altho longer texts with same details would stay approximately the same.
But for single words it'd probably be longer
Extra idea: since they've got an ability to call each other, that could be a feature of the game, like for example one opens a door for other and then just gets readded to the call like teleportation
And that ability could be earned somewhere mid game from Vadul.
perma upgrades from vadul is BARS
The mobile support dream is real
70-80 fps on snapdragon 870 tablet
its spending most of the time rendering a shadowmap that doesnt work in mobile for some reason tho, so ill probably just disable that for phone users
just need to add controls, and maybe fix the terrain also not rendering
Terrain does seem to exist, just notvgetting heightmapped
increased the size of the screen, took a long ass time a lot more than expected 
time to wait 
Thank you so much Lusk!! 
I've been grinding my butt off to get the demo done
Drew some cutscenes today 



Releasing the demo today 
just a neat little interactive title screen, nothing to see here... 👁️
I downloaded it, I'll be sure to play tomorrow and let you know how it goes 👀
Looking forward to your feedback 
Also that main menu looks really cool, I love interactive main menus like that and weird little secrets in games, I think it adds a lot
(Just fixed a massive issue with Linux, apologies to all my Linux gamers
)
I tried to make a Neuro palette by picking Neuro specific colors from a screenshot of her
It turned out incredibly cursed 
Yippie!! show us those aesthetics pls 
It looks like shit tho
Here's the game, I suggest playing on easy first, hard almost broke me
It's a rougelike strategy game
Feel free to try this dumpster fire whenever you'd like, feel free to tell me what you guys think about it, I'd like to get some feedback on it
I reached the end and it got stuck
But
Honestly sick game, I can't believe all the player units are fully animated, extremely cool

Has any programmer thought of making a Geoguesser api for neuro to move around, zoom in and submit a choice?
It didn't go back to the starting menu?
Because usually it goes back to the starting menu when you beat the final boss
It just got stuck there I think. But the game is fun, I liked it a lot. I feel like the first few levels could be a bit longer since they were done in an instant for me
That would be sick
probably chaotic camera movement though like she had at some point in minecraft lmao
Easy mode?
Also looking at your deck, you went for a building specialist unit and a damage upgrade so I sorta expect that you can beat the early levels in a breeze
Hope you enjoyed it despite it being really scuff
Yeah
I enjoyed it a bunch!! I think it's really cool
Animations are actually insane for a jam game
That is fair, I got offered some great upgrades
forgot to mention this earlier, and I can give more in depth feedback tomorrow if you want—but I wanted to let you know I sat down before bed and thought "this looks neat, I can play for a few minutes", then proceeded to play it for 80 minutes straight 
the gameplay loop was excellently crafted. seriously well done
Honestly, the best feedback I've ever gotten 
also, it worked perfectly on linux, thank you for your efforts 🫡
(It was actually super broken on Linux until @thick totem helped me fix it
but really glad to hear it works well now, what a relief)
W shard
W Shard
W Shard
are there any stuff that feel overpowered, under powered or any comments youd like to give?
Hmm... the ball didn't feel like it was powerful enough for its cost, but it makes up for it in cool factor
oh that thing 
But maybe it's more of a thing against weak units than big ones
Maybe also due to my playstyle lmao
But generally things felt good and balanced, units reflected their cost well. Early AoE goes brrrr
that thing is busted on insane mode, it gains 90% dmg reduction while rolling
also if you have a certain upgrade, you can regenerate most dmg you take while rolling
It also took me a while to realize I can put air units in every one of the four areas but that's mostly a me issue lmao
When playing, I wished there were hotkeys to select specific units but I didn't try to use hotkeys - also took me a while to realize miners were useful to buy
miner spam is pretty broken when you have the upgrade 
this is the broken upgrade that pairs well with the rolling dude
also as for why i didnt use hotkeys
the game jam is called "keyboard-less jam" so thats self explanitory
I got defeated in the final encounter lmao
But Hard mode is actually a ton of fun
Nice deck
, seems you like cc alot
Also how was the new units you used in the game? Any comments on em both positive and negative are extremely useful for me
Also thx, can't believe you actually tried out hard, can I ask how was it?
btw from the looks of it you got all the units and upgrades except greed upgrade, so congrats on almost getting all of the cards 
Honestly I feel like the AoE echo unit I used from earlier was very useless in the start of hard mode lmao
Hard was honestly a ton of fun
But I felt like I needed to build more carefully
The siege missile unit is so fucking cool
I love it
Also I think the unit costs are weird, like I think when hovering over the flying anti large unit (sentinel?) it said the cost would be 75 but its cost is 375 or something (latter is more fitting tbh)
the walking trashcan?

the flying one that shoots missiles?
wait is it the one that fires sound waves?
alright i found the issue, fixed it immediately 
i wasnt sure if you noticed but, you could see ranged units actually stopping to do their attacks, rather than just firing while slowly approaching on the harder difficulties
Yeah, I think that's how my AoE unit got destroyed when I tried it at first 
But yeah teh missile one
that thing is disturbingly good at taking out large and massive types 
also may i ask, what you think about the balancing now that you have seen all of the units/upgrades?
also sorry if im overloading you with questions and stuff, its just that, i dont have any plans for the future of this game other than a couple of cleaning up bugs and 2 units + 5 upgrades that didnt make it, i want to learn as much as possible from this 
false alarm, brain said 20 total units, notes said 15 total
It depends, I think some units felt more or less relevant accoridng to the situation. AoE light unit was great at easy mode, same with borrowing light unit, but in hard they felt less relevant compared to the anti light tank
It's no issue xddd just a bit busy so slow replies
Also, game is good !!!
the vanguard that has great splash?

Yeah I think
this guy?
tbh, the game has a massive love for "counter" types, the burrowing light unit can break walls which are extremely helpful at breaching defenses
also sentinels "purple poison fog" and boomflies "flying sound wave" are all about the "stall/slow" architype, boomflies give 20% more damage to all damage and a slow effect and knockback, and sentinels have poison (dmg over time), another slow effect (can be stacked) and knockback too, they also have the same weakness, rush units/high speed units
No this guy is amazing, the smaller one with the circles
Yeah I love stalls
oh that one! it deals percent damage, so its really great in harder levels
the poison status effect is the percent damage, its attacks also deal damage normally
I see 🤔 though it was very bad as a first unit on the first level of hard
It's really cool to see you made them with Vector art, then converted to pixels
Through the engine or whatnot

WHAT
I was looking at the units!
Pls repost xdd
Also it's interesting to see how they actually look in vectors, it's easy to miss out on the details in-game
Like for the flying missile unit
@undone karma yo dude, sorry for pinging, im gonna do a patch update and fix the issue with the end getting stuck and the type, sorry if you were playing 
It's based
Show off your cool stuff
And sounds good!
I'm off to be productive now but maybe I'll check it later
goodluck dude, productive time finally finished, time to play heroes against time 
gg, awesome work as always
fun interaction i noticed, you can heal with the rune guard in ruins, because heal happens the rune guard delays fog, because delay fog happens, ice mage increases damage, pretty broken/op
Yeah, it's maybe the most fun combo in the demo
but there's some other fun broken combos you can make and discover here and there

i like red and the blue one
🟥 🟦 3D glasses palette
xdx
I love how Enchanter looks in that one
I really like delay strats
Btw, superbot, mind telling me how to get the "join discord achievement"?
Yoo the demo is out? I'll be checking it today
I added a link in the palette page!
I'm looking forward to you breaking the game!!!
when another friend of mine played it, I told him about the "sergio strat" of leaving the final bossfight and returning to get more ATK haha
Btw superbot, have you tried hero, rune guard and ice mage combo?
It's stupid how hero + rune guard can almost Perma stall the fog
There's also the event where rune guard can delay the fog by 4 turns
Is the logic pretty much the same as it was or are there new events/characters/etc?
The characters and events are mostly different 
I end up with glass Cannon 250+ HP with that combo and that combo usually has 40-60 hp
That is nice, if you want to go for pure fog stalling Hero Healer Rune Guard is also broken but lacks scaling a bit haha
Wow that is crazy
The new version is meant to disable ATK only builds for the most part but I guess this one can stay 
That's nice, time to search for new broken strats 
welp that could've been better
looks interesting so far
Wait
Is rogue literally cerber?
Well not literally but similar effect, I think she had the same effect now that I think about it lmao
dang 
alright im genuinely confused right now, how does popularity work in itch again?
tbh, not entirely sure. i think its kept somewhat vague on purpose?
Popularity is a number of factors: views, downloads, and when the game is released are part of it. I don't want to reveal all the specifics so people don't try to game it. I have some plans to improve
thx alex 
aight, its fluctuating alot again, i dont understand 
imma turn off my brain and just keep working on le game, sorry if i was bothering 
Hey Alex, is there any news on whether the SDK support stuff will happen someday? (I mean, if it's worth implementing, if there would be a list of games with the Neuro SDK, if it'd be on a stream, or something else) if not that's totally okay too, but I was curious about it
it looks like our game has been in the top 30 for popularity consistently, but i dont understand why
"views, downloads, and when the game is released"
both our views and downloads should be less, and the game released at the same time as everyone else
mine likes to jump between last place 250-270s and top 20-40 for some reason
this is my stats at 10th for me place
its weird, my math tells my you should have a higher place than me 
so more views, downloads, browser plays, ratings, collections, comments and CTR, but less 7d impresions
nah, you should be higher
that 2k views was mostly from the subathon, and thats a long time ago so i dont know how itch calculates it
same ngl
i dont know how to do it 
while im here, ive been improving V3 of my game-engine a lot. main focus these last few months has been shadow mapping and performance improvement.
im hoping to have phone compatibility too by next game-jam, just need touchcontrols and a reduced graphics mode.

goodluck on the engine dude
its really cool and i bet it will help you out in the future
That's super inspiring!!!
I guess popularity is calculated by recent views / downloads and how new the game is, so since all our games got released the same time and maybe don't differ by views / plays that much, a couple plays or no plays is enough to shift the balance drastically
gamejam was 5 months ago
almost 6
New gamejam in 6 months from now
(surely)
i have memory issues so i reread almost all my messages/comments on the game to see bugs/critics and shit, anyways i just finished backreading the entire gamejam 2024 archive + neuro wars comments + neuro wars game jam comments

i just do it to relearn whatever i forget and stuff
btw you guys have any plans for the next game jam?
teaming and stuff?
im probably going to team with superbox and iggly again
im hoping to get the gang from game-jam 2 in its entirety, but we'll see
the plan is to get 1st place in audio a 2nd time
and just general improvements over last jam
i forgot to mention something, this is the music Lydium made for neuro wars, i like it a lot and wanted to share his awesome work, WARNING MIGHT BE LOUD ON YOUR SIDE
So good, I love the level 3 track the most 
I don't have plans for next Neuro jam, if I don't team up with anybody ahead of time then I'll probably just wing it and chance upon an ultra talented teammate last second like the last two times 
Goodluck dude, see of memories is goated and not sea of memories is even more goated, I bet you could make something really cool 
For me I'll probably just try to go with the flow, if I end up solo, it's fine, I'll try to ask lydium if I could use some of the stuff he made for neuro wars, if someone ever wanted to work with me I'll join them, i'll try my best with the coding on scratch, simply because I'm too shy to present myself as scratch coder to other contestants 
I definitely want to do another jam, idk about doing it solo though
On the one hand
Solo means I have full creative freedom
But, well
I really enjoy working with a team
Troubleshooting is really well made and fun to mess around in, i bet you guys can cook some really cool shit for the next jam
I would have considered solo if I weren't with the bois last year, because of that experience it makes want to work with them again 
evolving enemy ai by game jam 3 
From the looks of it, you have a more consistent rate of clicks to browser plays, maybe that has something to do with it
i dunno, i dont get it 
progress, submarine composition buff (4 subs needed), subs gain a 50% dodge chance to all damage
The scooba mask bots are so cute 
got some new options to consider and see whats available at the next jam, but worst case scenario ill have to rely on more sprite re-usage cuz i just cant draw
esp not with that time limit
Just practice drawing fast until the next gamejam

i was testing units and i didnt notice the turn count 
I see no issues here

That is definitely a research moment
progress 
Joystick or 4 buttons for touchscreen?
depends
, both are good for me
ill just make it optional then
My not! Sea of Memories game "Heroes Against Time" is in the Steam Next fest today, a bit anxious honestly xdd
🎉
good luck!
Ty!!


Does anyone have 3d models of the twin fumos
maybe try asking in artist-alley channel? they may have them
meet the elven sage fam
Love how you drew their pixely eyes 
games dont get made overnight
and im pretty sure most people here arent activly deving something rn
i know, myself included. i'm not deving since i'm busy writing my master thesis
(i just wanted an excuse to post this gif)
im devving here and there but nothing particularly worth mentioning
i guess heres some progress to show
👀
I'm devving rn and I have stuff worth mentioning but I've been really busy with the next fest and real life stuff... But I can share one new character design from Sea of Memori- I mean, Heroes Against Time!
aye, as the neuroverse expands so will my sprites roster
as for me im switching to C++
no more python
this means rewritting everything tho
There's a story idea I've been playing with for a while now
so I've been experimenting with dialog plugins and such
sometimes I feel like I'm slowly becoming a writer
the other day I woke up, opened my notebook, and typed like half a page
Unless you procrastinated first 2 days of a 3 day long gamejam

Also I've been thinking of making a rogue-lite where player explores planets with each planet having a bunch of 2D platforming sections, might make it this summer if ot turns out interesting
I think you totally have the talent for it 
thats my Captain right there! 
you guys would not believe how many steps are involved in adding a bow to a video game (or maybe you already know) 😅
I cheated a little by making all the humanoid npcs ghosts so I don't have to animate (or model) the hands and legs lol

yeah, looks nice
(on a personal note, i think it would look better if character and total stats were in some kind of cool visual frame, though that's just might be my on silly opinion)
Hmm... like a rectangle around the character stats or something? 
yeah
maybe something like this? (obv in correct colors and more in your game visual style)
Hmm maybe!!
For enemy/ally names I'd imagine these
The third set in the game is Evil themed !
Guys im learning vulkan
I reached 6K fps via C++, and now the limiting factor is opengl
From the moment i understood the weakness of openGL, it dusgusted me. i craved the strenght and certainty of vulkan. I aspired the purity of the blessed machine code.
this is an early prototype of the game that I'm currently developing.
I’d appreciate feedback. 
https://nomad-norman.itch.io/neuroverse-early-prototype
boom!
Meanwhile me not having vulkan support on my laptop 
You dont? Why not?
Im planning on keeping opengl as fallback, just craving that extra performance
GPU is like 11 years old xd

I can still run games that use it with a few extra steps, like Buckshot Roulette, tho
Ill just keep the opengl as fallback lmao
I've seen a game having both versions with user being able to choose which to run on steam
in less than one month 
goodluck dude 
gonna join another jam, see if i can actually join this and got something proper
I always wondered, how does rating even work with thousands of entries? The ~300 entries we had here was quite a lot already
Im doing the acerola dirt jam
If i have time
for reference last year median of rating count was 14 and average was 21, most rated game had 1389 ratings, and top rated games had rating counts from 18 to 93, though mostly the had something around 20
i like those big jams since even if only 1% of contestants play your game, it's still like 75 people playing your game
which is quite nice
though based on median and average 1% playing your game is still a lot and you would be in in top 3% most played games in game jam
I need your wisdom
Which one of these designs do you prefer for the final boss (the time god)?
In general and if there's specific elements you prefer for each one let me know
I like the second more but the first looks more like a time god.
There's an archetype of card in Yu-Gi-Oh called Timelords, all boss monsters that I think look great as time god. I also have a bias towards biblically accurate angels.
also in first picture is it shield or mantle/cloak/robe?
i think the mix of sage look of first and eldritch vibe of the second would be nice
since time god became evil/corrupt i like the 2nd one, maybe give the design a clockish asthetic?
good reference on a the "clockish asthetic" in my own personal subjective opinion would be "clockwork steampunk" because thats the best i can think off
Both !!
Yu gi oh card designs are great, someone thought a different character I made is inspired by Dark Magician actually x"D
when all the sand falls down, does he have handle on the bottom and he flips it, or are there portals on both sides like in game Portal and sand falls infinetly
or magic
Wow these are some conflicting opinions to other people who preferred the first one more so I'm currently going with this
But I like ideas like the sand eldritch + sage
as Empty said
And maybe I can make clocks fit more somehow hmm... like a clock aura or something lol
It's going to be a static sprite
but I imagine it's some kind of magic in the game world
how about scythe, but there are three blades that look like arms of old clock?
Wow that's a sick idea too
this new design looks better imo
I'm glad
Incorporating stuff I learned from former designs, also actually did this one over a drawn body with proportions instead of winging it
Hmm... I think Steampunk is less the vibe that I'm going for, I prefer something that feels more ancient and timeless, but, ||if I have a different sprite for the timegod for each map then there'll be one map with a steampunk-ish time god!!!||
(Also ty a lot for the feedback everyone)
decided to learn Godot ig
I think a lot of them did, I remember that @misty spruce 's Neuro Wars did for example, also my Sea of Memories
ic
Im planning to remaster mine in the new engine
But thats not happening too soon
im still working on neurowars even after 7 months which i told myself is crazy but i still do it 
for some reason the related games got updated
i cant believe 3 extremely goated games are in here 

The vulkan stuff is going good
Im on page 120 from the 288
Ill do some demo shit when im home
yeah, ive been kinda updating quite a bit 
i did one pretty recently after the jam to tidy up some holes in the game and add a boss fight but i didnt bother finishing it all the way after that cuz nobody playin anymore anyway lol
btw, feel free to skip mine because its quite long and might get boring for ya, if ya ever do try to make a video on it, campaign 1 is fully complete while campaign 2 is still work in progress (ps. you can still play campaign 2 levels [theres about 10 levels done out of 36 total levels], it auto saves per update so dont worry about losing progress 👍 )
anotha one :3

I should do this more frequent, anyways, here's some movement mechanics ig
basically player has a dash that can be used to get more speed and there's kinda no limit to that
This looks awesome!!!
I've added a secret color palette in the game that you can unlock with the code "tutel" in the demo 
now that i think about it, i might also join shovel jam as warm up before gmtk since i'm almost done with my uni 
i get the feelin phantasmal is making some scary horror game
idk man, it looks like farming sim to me
farming horror sim would be cool
Could farm fleshy plants for organs
I'm getting evil ideas just thinking about it
This will go in the game for sure

I was gonna send a new vid but OBS decided to not record in more than 3 fps sooo
Basically I just polished movements a bit, allowed player to get onto ledges and also nerfed dash so they don't go supersonic instantly lol
Kinda almost done with basic movements, just need a few more features and then I'll do other things like levels themselves or visuals and audio
may we engage in honorable combat 
also progress i guess
w u r m
Brain parasite yippie

reminds me of cookiecutter shark
I got distracted by other games and things, but i'm back and found a bug. fireball lv 2 is showing up as lv 3 shock at the trash can with it's sell price displayed even. It also seems to be able to show up as the other level 1 spells i have
Dang you still played that 
i wasn't until now. i was planning to come back to it at some point though so 
might just be because the costumes werent updated 
i think i might have to drop that project for now tho unfortunately 
Oof. Well if you do work on it again, one thing I would suggest is maybe making the board taller. It's very cramped vertically and the enemies become so dense that it's hard to even move.
A UI rework could be good as it feels kinda cluttered to me. The spells, potions and gold could be moved to the bottom, and the skills could leveled up at an NPC (complete with descriptions of what they do) between floors.
I have other ideas too, but I'll save them for if you need them

main reason why its taking too much time is the heroes being extremely unique, while black mage has multiple spells and a custom ui, nightingale and death knight have a completely different playstyle and their own custom ui, nightingale cant attack with the mouse but every time you move with "aswd" you perform an action, actions can add parry stacks, deal damage, give shields, buff damage and etc., you can learn actions from the shop (concept was the "dancer" architype)and death knight is all about form, she cant attack also but has a wider skill slot, each time she uses an attack her form switches up and depending on what form you used, you could deal bonus damage on the next attack, or less damage if the form is bad (concept was realistic swordsmanship)
unity, what have you done to my model
this spider be lookin kinda thin
bones got too optimized
Why does she have 6 torsos? 
read a comment and went "hmm"
I think I could make that work
Lo and behold, I did
Goodluck Empty, 1 more day left before the jam, lets have a great time 
The duel of all duels is about to start!
im gonna remove some of my brakes, last game jam i made sure not to draw anything since it takes too much time, but this time, game jam lasts quite a while so i can make something with drawn sprites
Can't wait to see the rough drafts once the jam ends 
there is a game jam? is it the GMTK one?
@wicked escarp this one

i also just realized the GMTK one is in 19 days and not 19 hours.
i can't read sometimes
GMTK could be fun if I literally knew any game engine.
learn godot
(totally not biased advice)
godot crashes on my system 
I blame linux
there are also linux builds that should just work
If I knew I'd be trying to fix it as well
iggly, are you gonna try joining aswell 
its been a while since i joined a gamejam... maybe its time to pick it up again and actually try to finish a game
game jam lasts for a chunky 9 days so i think my quality will still be the same as the neuro game i made, just better art and shit 
My only issue is that I'd be working solo because Sam is on screeps :xdx:
neuro jam lasted for 3 days after all
oh 
No neuro who can't sing levels of audio, well maybe
screeps is mostly a passive game. you can work on a gamejam and play screeps at the same time.
doubt I'd do that anyways
besides.. the novice zone will end in like 7 days.. we are all doomed anyway if one of the players next to us wants the rooms
so no reason to focus on screeps. we can't get onto a level to defend ourself within 7 days anyway. so i will just work on my screeps at a bare minimum fixing issues baby sitting them a bit and the rest focus on the game jam 
Up to @silver junco really, If he's down then I guess I can figure it out. Otherwise I'll probably be repeating what I did on my first game jam and do a terminal based game.
Need to figure out if my schedule lines up
Lemme speedrun my vulkan ig

If its not done in time we can fallback to opengl
I guess I'll have to be on 2d art then because I sure as frick can't help with coding.
I'll try to not be a burden

Shame that AI support for your engine doesn't exist yet. I don't think I'm in a place to finish it currently.

It's the last time I'll be able to commit a lot of time to it if things work out well. Might as well go all out.
Fuck it we ball

If you're using cuda eventualy it should just work fine
Still planning on avoiding cuda, the atomics are so simple I know they can be ported to vulkan/opengl compute whenever it is finished.
The only external behavior I rely on is array casting
Cude uses the tensor cores iirc
Otherwise id prefer going vulkan since there you can set up 2 logical devices on 1 physical device. Making us able to "partition" the gpu compute between NN and rendering
That would be useful if it were either floating point, or multiplication. Neither I am using
It's closer to a raster workload than anything
Surely we can just hardcode to every 10 frames 
Either way, no way it is getting done by the jam
Unless I ascend higher than god himself, this is not being finished in the timeframe
Im pretty sure just splitting the gpu between NN and rendering will be faster due to vram and binding shaders limitations
So id rather do that if possible
I can probably just make it a togle for testing tho
goodluck you two, i bet you guys can cook up something really awesome like last time
I wouldn't count on it, but I'll try
Last time i had a lot of help from others
Ill try tho
Executive decision has beenmade
No vulkan, just webgl
is webgl the same as webgpu?
No
Webgl is like opengl in the web
Webgpu is meant to be better by supporting vulkan and webgl iirc
But in reality webgpu isnt too well supported yet
the only reason i asked. is because i saw a video about someone making a whole engine ontop of webgpu
it does seem to be pretty well supported
Or im confusing webgpu and wgpu. Its a confusing naming scheme
wait.. i might have also done the same
https://www.youtube.com/watch?v=DdMl4E7xQEY
nvm.. it was webgpu
Wgpu seems to be a webgpu implementation in rust

The naming for these is kinda bad
classic rust naming
Well we at least now have access to NeuroSynth so anything is on the table.
what is NeuroSynth.. i would guess you don't mean: "Neurosynth is a platform for large-scale, automated synthesis of functional magnetic resonance imaging (fMRI) data." 
An example of it's usage is this
https://www.youtube.com/watch?v=3jWOyIcKz98
!! FLASHING LIGHTS / EPILEPSY WARNING !!
Can you teach me to be real?
This collab is a tribute to Neuro-sama and her community "the swarm". Original song is "Machine Love" by Jamie Paige, which is a tribute to "song of the Eared Robot (耳のあるロボットの唄)" by nwp8861.
This video itself took 3 months to make, it also features many MA...
oh i see its the project by Superbox
Yep it is that project
idk why i remembered a different name for some reason for it 

alright, master thesis defence side quest done, not it's time for real quest 


empty, sam, iggly, phantasmal, shovel jam starting soon goodluck
and have fun 
thanks
It do be starting!
Where in the frick is the theme, and why is it set back a whole 9 days
@misty spruce got any idea what's happening with the jam?
it got announced
cant forward the message for some reason
oh its prob cuz of the @ everywan
Theme is "just get started" 
https://youtu.be/vIL2wgHvgxU?si=AF4fi0f3NtHa_9rr
Good luck and have fun! :IsadoraJam:
YouTube
Inbound Shovel
The theme for the InboundShovel Game Jam is...
Image```
hmmmmmmm
Great question
"just get started" is all about beating the hard part of a task that is starting the task, so im gonna have the theme of the game focus on the player being level 1 and trying to beat the 1st floor of the dungeon
i also have another idea that might be useful, have "just get started" as a game mechanic
also i suggest looking at the brainstorming section of their discord, you guys might get some ideas
good luck everyone!
it's 11pm so it's sleepy time for me
, idea for game will come to me as revelation in my dream
the team is busy rn so im just gonna have to work on the engine and hope for the best 
ills tart on shaders and then add audio
Good luck jammers!!!
hmm, i might have some idea what to do for this theme, let's see how it turns out
i decided against joining the jam after all.. 9 days is a bit long for me to put into it..
i'll try my best on it, it wont be that high quality but we think we might be able to cook something cool
I'm hoping to at least get something done. It should be fun at least.

btw, once ou guys are finished, do send the link so that i can play em 
this might be the first game where i use actually drawings instead of vectors so goodluck on me i guess 
func die():
var orb = preload("res://Enemies/XP_Orb/XpOrb.tscn").instantiate()
orb.xpAmount = xp_drop_amount
orb.freeze = true
orb.position = position
get_tree().current_scene.add_child(orb)
orb.freeze = false
dead = true``` godot is proving to be a little frustrating
trying to set the position of the orb a million different ways
but it's always spawning at world origin
there's transform.origin, global_position, position, none of them work
orb.translate(self.global_position) no good on this either
orb.global_transform.origin = self.global_transform.origin
still no
whyyyyyyy
pen.global_transform = self.global_transform
get_tree().current_scene.add_child(pen)
var forward = -pen.global_transform.basis.z.normalized()
pen.linear_velocity = forward * Speed```
this worked
orb.xpAmount = xp_drop_amount
orb.global_transform = self.global_transform
get_tree().current_scene.add_child(orb)``` but not this?
is Pen a class or a object that already exists
?
i personally always add the child first and then adjust the position.
because orb.position would be relative to their parent. not sure if global_position also gets reset if you change the parent or not
Pen is a scene
also, I tried it both ways
adjusting the position before and after
and also, it seems like it's not always spawning at the origin?
but it's still not spawning right
when you spawn the orb did you already call queue_free on the enemy?
weird...
maybe try printing the location of it in the console and see what the values are
will do
wait, let me try after adding as child
okay, that's... spawning the orbs at the enemy spawn points
not their current location
...I fixed it
turns out the root node was fixed
i have defined global function so that i don't have to bother with it everytime i want spawn something
func Instantiate(prefab_name, position, rotation, parent):
var path = "res://Prefabs/" + prefab_name + ".tscn"
var object = load(path)
var newobject = object.instantiate()
newobject.set_position(position)
newobject.set_rotation(rotation)
newobject.owner = get_tree().get_edited_scene_root()
parent.add_child(newobject)
return newobject
that looks wrong.. why are you setting the owner
also. shouldn't you add the child first then set the positions?
i mean it works

i remember that if i didn't set owner, then bad things happened
huh
now that i checked and owner is indeed not needed
i guess it's not needed in this scenario
question, how do I play this as an overlay animation?
yeah, setting the owner with edited_scene_root is usually only for tool scripts/plugins that effect the editor itself
i suppose i did some tool script like grass spawning and forgot about it huh
you might also want to preload scenes instead of loading them in during runtime that can cause a little lag spike the first time you load a scene depending on the size of your game
I would probably do something more like this
uids are better than paths if you know them ahead of time because you can move files around without the uids changing which is handy
doesn't matter that much for a jam game though 
i fully embraced the uid workflow
everything i use is uid
well, uid is quite new so i am not used to using it yet though i should, and in terms of load and preload i know that they both have use cases and there is a whole discourse concerning it
classic placeholders
its gonna take a while, but i will hand draw everything
yeah I thought they might be annoying to work with but I love em
its not perfect yet in vscode since i still need to tab to the editor to get the UID
but i generally don't use hard references so it hardly ever matters
that quality is craaazy
i did an edit and increased the contrast a bit and uhhh...
i think im on the right path 
I guess I never considered that since I just use gdscript
i mean.. i use gdscript too. just through vscode
oh ..
progress i think 
thats soo cool
(side note i thought the pages bugged and didnt flip properly at first so i did
, my bad
)
that's compression kek
thank you
i had idea to launch paperplanes like homing missiles
imma leave Walmart-wan to implement the logic
hmm, outside needs texture maybe?
for now i only have some basic island generation
i like how clean it looks
The art on this is so good
I love this kinda dark-looking, hand drawn artstyle
great work cooking guys, all of these looks so fucking cool 
glad you liked it!

The shooting is awesome, it does look a bit weird when the book clips on other geometry like in 0:25, I think other games like FPS solve that by having two cameras - one for the scene and one for the first person thing you're holding
yes. basicly you render them to a diffrent buffer and then blit them
i see yall are already doing lots of game stuff, i have done nothing but engine work 
I was thinking about doing that, yeah
so pretty!
Island is already looking awesome
a bit of grass on the ground could maybe make it look even more lively... I also kinda wonder what a sunset would look like with some of the horizon shots in the video haha
are you using godot?
in beta 3 of 4.5 they added a material setting to make it easier for the fps style camera thingy: https://github.com/godotengine/godot/pull/93142
Twasnt my decision
ack, audio is on channel 2
oh well, am too lazy to fix
hmm, the weapons need more synergy with each other
that, or they need to play different roles
ideally both
one thing I'm thinking of to improve the plane is to have it pass through enemies
i like how this gameplay is starting to turn out
I was wondering how I could improve the pen weapon
feet were inverted, didn't notice
omg that's so good I gotta update asap
NOOOO WAY THAT'S SO PRETTY 
that's grass from some tutorial i followed some time ago
w grass, is it using multimeshing?
though grass is always problematic cuz it can take away a lot of performance
yes
a lot of multimeshes
stop making me want to actually do join the jam afterall. so many cool projects here
I'm itching for a jam but I'm still working on last year's project
can't believe I've kept at it so long
though i wonder what is better, one big multimesh which is better for performance, but since it's always visible, there won't be occlusion culling or several smaller ones which is a bit worse for performance, but there is occlusion
there is a trade-off at one point. you want to chunk the multi-meshes after a certain amount. i think it was like 100k per chunk or something spread around.
(i used the gardener addon for my project that needed lots of grass it did the chunking)
also are you guys aiming for a web release or only windows
both, probably
I did this in my game but I eventually cut it out for performance, I switched it for some (buggy) physics on the book so it avoids walls, which does look cool when it works
be very careful then what you include in your project. web builds are very picky about what is allowed
i couldn't use many of my go-to addons because i was planning to go for a web build
so i just dropped out
currently im doing the second option, i have a patch of grass and i spawn at map using poisson disc sampling
i think i won't go for web, since 3d games have much lower performance on those
did they finally get c# builds working for web? I was really surprised to see they hadn't implemented that
they are generally totally fine
not yet. but its in the works afaik
web games get like 10x+ the engagement during game jams from what i saw
yeah there would need to be a lot of compromise, it's a lot more freeing to forget about web support, but of course in terms of jams people mostly play web builds
i mean, they have much greater chance of being played
though then quality of gameplay is worse and then you will get worse ratings
or atleast that's from my experience
web builds vs native builds, play a lot of the times the same there are only a few caviates. but most all can transfer between them seamlessly
no gdextensions is the biggest caveat
and no C# currenty
gdextension could maybe technically work. and there is a setting for them. but i didn't manage to get them to work on itchio
probably because you need a web version of the gdextension and most probably don't build that 
well, i can at least try and see whether web version can handle terrain generation 
maybe i do try to make a game for the jam after all.. (even tho it was already overscoped for 9 days let alone for the remaining 6)
i mean, it won't hurt to try, it doesn't need to be big
i get this issue when i try to launch the game on itchio
it works without threads and disabling sharedarray on itchio...
(shader didn't compile tho
)
the lightweight terrain shader loaded properly
keep cooking dudes, we still have 5 more days 
only 5 days? fuck
imma need to start 3d modeling this shit at light speed
i present my usual test scene, now in browser with C++ and emscripten instead of my python garbage
now i just gotta make the actual game
huh, you can see the edges of the polygons here and there
copy paste time 

i sure do like some nice fern
i think. its basically ready for release... 10/10 game already
im kinda stressing ngl
the typical gamejam experience
it will be something
im hoping to be done witht th e3D mdoeling by the time we have 3 days left, cuz i need to add a bunch of game-logic still
(technically im also making a open world i guess
)
tho mine is more akin to something like PEAK
or get to work etc.
We love copy pasting a single house template, would be on brand for where this is inspired by

Worst case you can visit the similar areas down the road

I don't think they do much
i do wonder, if i model it too similair you wont get doxxed will you?

You'd need some next level search to even remotely search that one down from house shape alone
Unless someone mapped out every area and their housing then maybe
I'm not too worried on it
We simply do not mention where the houses came from mhm
don't let rainbolt hear of that
Yeah, otherwise I'm cooked
i fucked up the scale slightly but its mostly fine
every cell is 4.95m instead of 5 for some reason
oh i get it, 100 subdevisions = 101 edges
shouldn't it be 102?
since you start with 2 edges and then subdivide inbetween 100 times


welp, something like this ig
need to add more detailing and texturing
imma take a break tho
you deserve it

yalls houses have so many random cutouts
like i dont see why yall indent the facade
American jankngineering
Surely the door could have juse been foward and not merged with the driveway
yep
aight im back from break, time to model again
Was wondering why footsteps logic was not working properly: turns out, it was, my audio file was just wrong
+1 enemy, hypnosis phone
I want to make it pull your camera towards it
but... am too lazy rn

I also wanted to give it grabby hands
like "come hither"
improved za spiral
hows cooking guys? 
ganbatte phanta
what you're cooking is already so cool, make sure to rest properly 
progress i guess
spell swaping now fuctional in the armory (allows player to change what spells a unit has before entering the gameplay segment)
well, now that island generation is done for now, it's finally time to add some gameplay
4 days and 2 hours left 
building
Walmart-wan gave me the idea
queue the interstellar music
goodluck everyone 
goodnews for me is that game is already complete, all the levels are done, all i have to do left is set up the settings tab and draw all the art 
i have like 6 areas with custom enemies for each zone, it was hella fun creating enemies 
are the enemies fair? depends 
I made a lot of art
we need ai for three enemies
a boss
an intro and ending
upgrade icons
balancing the powerups and enemies
oh actually, need to remake one enemy's sprite
thank you!
i believe 
lets just say i have once again focused entirely on gameplay 
-# oh wait sfx still needs a lot of work
smart move
all i have for audio is the music my duo made for me 
sound design? what's that?
no ida
lets just say i have 6 levels, 3 difficulties, 1 final boss and quite a bit of player expression so i might have a chance
you can swap what spells a unit brings to the battle, you can select 3 out of 6 units to bring into battle, and lastly theres no linear path, you beat mission 1 and then you unlock 4 more levels, you can beath these 4 levels in any order to unlock the final boss
also theres the functional savefile but for me thats about everything
welp i have to start doing more art for the gamejam 
Badly taken photo 
sheesh
Lusk's art is always peak and nobody will convince me otherwise
2 of the enemies from the silver tower stage 
theming for this area is porcelain/doll type enemies
its all coming together 
my teammate can no longer help from here
it's solo time
reeeeeeeeeeeeeeee
heh, a little jumping spider has taken residence on my pc
what a cute little thing
Kill it with a fireball
2 more days left, goodluck everyone 


Bro made a crab
return to crab
crab is peak form
indeed

snip snip
peak form of evolution 
We have "That time I got reincarnated as a crab" game now ig
I joined to try to help !
still familiarizing myself with the project and actually godot (never used godot)
also play testing and finding funny issues
26/16 done i think i'll be able to finish everything before the deadline
harpy enemies
1 day left boys
"I should do this more frequent"
I did not start doing it more frequent
Is he a turtle?

Guessed it because of the green backpack and clothes haha
Wait that's a nice idea 
dude my duo cooked hard 
24 hours left 
What are you participating in?
shovel game jam
im cooked, i still need to make player 3D model and the npcs
and the rest of the game that isnt the map
but i do also need to finish that
We are so cooked, the legally obligated song is also not near ready
i think we're just gonna delay the game
i still want to release it but its not nearly cooked enough
We overscoped so hard on this one.
Classic game jams.
The theme seems funny for overscoping though.
@silver junco I guess we did just get started huh?
surely remaining time frame is enough for death mechanics, important event, win condition, main menu, loading screen and other polishes, right? 
What even has been created yet.
final stretch, 19 hrs left, im going all the way now, goodluck everyone 
good luck!
You got this!!! Show them what the Neurocord is made out of!!!

anyone up for play testing my game?
Me.
A short roguelike set in the confines of your mind. A browser game made in HTML5
password: procrastinate
can you record your gameplay?
it would be nice for finding issues
-# I didn't want to fully release it just yet
Yeah, I can
the squad is almost ready 
I didn't record the gameplay but here's my feedback:
-I played the browser version.
-It begins with all the sounds off.
-When you fall it's instant game over.
-It works fine I think.
-Cool idea, it's like an arena shooter, maybe too much gray.
sounds are off!?
fall how?
Inside the tutorial, when you have to jump and dash, but it's not that big of a deal.
Inside the settings menu all the sound options were all the way to the left, and the main menu didn't have any music or sounds so I was confused.
oh ok






gnights empty
it looks bad sofar



