Currents of War 2025
Engine - Unity
Languages - C#, HLSL, & 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 a more developed version on Steam & Itch.io
With future plans if we gain more interest!
Get Currents of War on Steam -or- 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, and 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, the adjustable ui, animated cursor, characters, animations, and drew the items & most of the shop assets with help on a couple of 'em by F2ptach.
I also wrote the code + shaders to handle animation & dynamically coloring the character's faces, hair, & armor.
For 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 reason for the details
Original Nintendo games like River City Ransom.
Character proportions & vibes.
I wanted to create a semi 'tacky' weapons shop for the style.
To give some room for gags & chicanery!
No AI used in the creation of the art assets
The Fish Armor is not for sale!
I drew up most of the shop assets & many items 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!
The animations blocked in another night
Everything in total, 3-4 days of art and asset prep for the game jam.
Besides tonal tweaks && end screens
Felt good getting into pixel art, I really haven't 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.
Puppeting each body part as Pre-Comps,
Toggling Layer visibility of each armor type
Animating 4 characters at once!
It's free Real Estate
Exporting in Draft mode to keep the pixel aliasing on the art.
After Effects let me quickly animate & adjust without re-drawing each frame. Made a tool in python to process a kernel around pixels in an image;
Helping me make normal maps for the face, hair, & armor for the character's shader.
So now I got a little B/W to Normal Map converter tool!
Numpy feels like a super power sometimes...
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, etc. 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 on Steam -or- Itch.io
Engine - Unity
Languages - C#, HLSL, & 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 a more developed version on Steam & Itch.io
With future plans if we gain more interest!
Get Currents of War on Steam -or- 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, and 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, the adjustable ui, animated cursor, characters, animations, and drew the items & most of the shop assets with help on a couple of 'em by F2ptach.
I also wrote the code + shaders to handle animation & dynamically coloring the character's faces, hair, & armor.
For 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 reason for the details
Original Nintendo games like River City Ransom.
Character proportions & vibes.
I wanted to create a semi 'tacky' weapons shop for the style.
To give some room for gags & chicanery!
No AI used in the creation of the art assets
The Fish Armor is not for sale!
I drew up most of the shop assets & many items 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!
The animations blocked in another night
Everything in total, 3-4 days of art and asset prep for the game jam.
Besides tonal tweaks && end screens
Felt good getting into pixel art, I really haven't 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.
Puppeting each body part as Pre-Comps,
Toggling Layer visibility of each armor type
Animating 4 characters at once!
It's free Real Estate
Exporting in Draft mode to keep the pixel aliasing on the art.
After Effects let me quickly animate & adjust without re-drawing each frame. Made a tool in python to process a kernel around pixels in an image;
Helping me make normal maps for the face, hair, & armor for the character's shader.
So now I got a little B/W to Normal Map converter tool!
Numpy feels like a super power sometimes...
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, etc. 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 on Steam -or- Itch.io
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!


