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
pxlCam 2020
A photo filter camera web app
Languages - JavaScript, Three.js, & GLSL ES
*Use on phone!!*
A few day project.
Note : pxlCam was hosted on pxlmancer.
Please use procstack.github.io/pxlCam for now.
- Tap the right arrows to switch between the cameras.
- Tap the triple down arrow to change the filter.
- The lightning bolt will make the screen white in selfie mode; use your phones light with your back camera
- The grid toggles the overlay you can use to align and position your shot
- Tap & drag left/right or up/down to change the current filter's hue shifting or edge detection size & brightness
Each filter has a different effect for the finger drag + direction, so play around with it!
This is a camera filter web site I wrote with interactive color and edge effects opengl shaders,
I've added camera checks + access, resolution checkings + switching
The photo-bin temp photo storage handling. Once you take a photo, a thumbnail will appear. Tap the icon to load a screen to save the image to any number of resoultions. Tap a resolution to load the file size, if you want to send the photo on discord or something.
And your multiple phone cameras in-browser.
A few day project.
Note : pxlCam was hosted on pxlmancer.
Please use procstack.github.io/pxlCam for now.
- Tap the right arrows to switch between the cameras.
- Tap the triple down arrow to change the filter.
- The lightning bolt will make the screen white in selfie mode; use your phones light with your back camera
- The grid toggles the overlay you can use to align and position your shot
- Tap & drag left/right or up/down to change the current filter's hue shifting or edge detection size & brightness
Each filter has a different effect for the finger drag + direction, so play around with it!
This is a camera filter web site I wrote with interactive color and edge effects opengl shaders,
I've added camera checks + access, resolution checkings + switching
The photo-bin temp photo storage handling. Once you take a photo, a thumbnail will appear. Tap the icon to load a screen to save the image to any number of resoultions. Tap a resolution to load the file size, if you want to send the photo on discord or something.
And your multiple phone cameras in-browser.







