Currents of War 2025
Engine - Unity
Languages - C#, some Python for tools
A 'NPC Simulator' game made in Unity for the April 2025 itch.io gamejam 'Indie Game Clinic COLLAB JAM '25'
   Since then, we've expanded it quite a bit!
You can play the older game jam submission for free in your browser,
   Check out the Game Jam Release

If you'd like to support us,
   You can find the further developed version released for sale on itch.io
     With future plans if we find time/funds to keep working on it!
   Buy & Download Currents of War on itch.io


The game jam was a collab jam, primarily consisting of 3 of us doing art and programming for Currents of War.
   _ ellipsis9 - Programming; Background-Battle Logic using character/enemy stats like a RPG, end more
   _ F2ptach - Programming & some Art assets; Events Handling, Player Input, and more
   _ ProcStack(me) - Art & Visual Programming; character state machine shader, shop & item art, ui, and more

I set up the shop, drew the items & most of the shop with help on a couple assets, the adjustable ui, animated cursor, and characters.
   I also wrote the code + shaders to handle animation & dynamically coloring the character's faces, hair, & armor.

For the art inspiration, I looked to -
   Gameboy Advance games like Zelda Minish Cap,
     Everything should be outlined with similar color hues blended!
   Super Nintendo games like Secret of Mana & Final Fantasy 3/6,
     Fantasy character designs with some reason for details
   And Original Nintendo games like River City Ransom.
     Character proportions and vibes.

I wanted to create a semi 'tacky' weapons shop for the style.
   To give some room for gags & chicanery!
I drew up most of the shop assets & many items done in a single night,
   Just had some chiptune fusion blasting and my huion screen-table going in photoshop.
     Yes... I realize my age, but old habbits!
   Felt good getting into pixel art, I've never done much of it before.
     Was like my highschool photoshop exploration years all over again,
       But a new musician this time.

   yeah photoshop for pixel art, pencil & mask layers
     use what you know best!

Then I isolated all the limbs & body parts of the characters on different layers in photoshop,
   And used the Puppet Tool in After Effects to animate the idle breathe, walking, & talking cycles.
     Exporting in Draft mode to keep the pixel aliasing on the art.
   Letting me animate & adjust quickly without having to draw out each frame.

One of the challenges was making sure the character's displayed with custom colors for their hair, face, armor, gloves/boots, and leggings.
   I wrote a shader to handle the colorization of the character's face, hair, and armor.
   Along with the sprite animation system to handle the character's idle, walk, and talk animations.
     Running individual animation cycles/clips at their own FPS rates.
   Neeing to write a custom editor script to allow the character's colors to be changed in Unity's Editor/Viewport,
     And have it update in real-time for easier character creation.

Among other fun things like adding an animated cursor, outlines around items on hover, ui borders that auto size to the text and stay pixel perfect, among other things
Give the game a try, it's a little game with some neat mechanics!
   Try to make as much money as you can off these heroes coming to your shop!

Play the Game Jam Release in your browser!
Or support us with a purchase, Currents of War!

Neurous.Net 2014-2025
Language - JavaScript
More fun on phone!

Some browsers may alert you of the site being unsecure, http
   You can try procstack.github.io/NeurousNet instead.

A few day project to learn Canvas in HTML5, 2014.
   Make a custom emitter and particle class structure in javascript;
     Just a page you can play around with some particles.

On desktop,
   Left-Click to grab near by particles.
   Right-Click to pull in all the particles!
   Middle-Click to spawn a black hole!

On mobile,
   Tap & drag to grab near by particles.
   Tap & hold to pull in all the particles!
   Tap with two fingers to spawn a black hole!
     Here's a tip, hold one finger down, and tap with the second to spawn them in faster!

Just a note, clicking will spawn in 2 new particles as well,
   Your screen will fill eventually!
     It's fun heheh

Enjoy!


The site was bootstrapped from pxlmancer, hence the similar style.

Originally written in Functional JavaScript before Classes existed,
   The trick was reading function elements on the dictionary object from within the dictionary variable.
     Some make-shift 'Methods' on a 'Class' object

Also adding Prototypes to a custom function,
   Which could have just been a class.

Functional Native JavaScript, gotta love it
   Luckily, times have changed!

Rewritten in 2021 to use Classes, added basic WebGL features (glow), and cleaned up movement logic.
   Then 2024-2025 to add more WebGL support, better generalization, and visual features.

When you've been using JavaScript for decades,
   Looking back at an old project,
     Not only do you get to read your bad old code,
     But also the lack of basic JavaScript features hahah.

No let, no const, no class, no arrow functions, no ... array spread operator,
   Heck, Array.forEach() actually exists now!