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there is only rice
there is only rice

Revision as of 14:50, 5 June 2025

Lua error in ...ribunto/includes/engines/LuaCommon/lualib/mwInit.lua at line 23: bad argument #1 to 'old_ipairs' (table expected, got nil).

pubData description link

03 Dec 2025 00:50 +0000
k//eternal. game dev. 2/2 dragons godhand.anarch.games & cchain.anarch.games & sl.noiszgame.com system. she/her+he/him av @purin0112.bsky.social

21 Nov 2025 20:00 +0000
you may have noticed that we've been withholding the most important feature of PROJEKT GODHAND for its 1.0 release. but this christmas, we'll finally add just a little bit of it in early access 0.6

it's been a long year... pass the yuri #PK_GODHAND

21 Nov 2025 08:35 +0000
so what is it about dare mode i don't like anyway? it's simple: you don't need to rethink the way you approach the game at all, you just need to get luckier. without spoiling the specific mechanics, it basically just submits you to multiple added RNG checks

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17 Nov 2025 04:53 +0000
i started thinking about this and have gone on a bit of a brain tangent: i think the sicko experiences i love the most are actually "sicko content in games that are not typically considered sicko games". stuff like inscryption kaycee's mod or blue prince curse mode (or kingdom hearts 3 lv1 crit???)

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10 Nov 2025 14:55 +0000
game of the day in BRITAIN (also a lot of other places but it's the first time for the UK) #NOISZ_SL https://apps.apple.com/gb/story/id1610061994

05 Nov 2025 04:29 +0000
this game rocks actually i love making stupid blackjack contraptions

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03 Nov 2025 16:20 +0000
new york city

20 Oct 2025 12:06 +0000
The soundtrack for PROJEKT GODHAND ACT 1, "paradiso disk" is now available for preorder! You'll receive all the tracks that are currently playable in the game right now, and the rest will be available at launch in January. #PK_GODHAND https://anarchgames.bandcamp.com/album/godhand-paradiso-disk

17 Oct 2025 23:42 +0000
PROJEKT GODHAND 0.56 is now available! This version adds space bar support (it can hit specifically mashes on either side), Korean player name support, and some minor fixes. #PK_GODHAND

10 Oct 2025 18:27 +0000
PROJEKT GODHAND 0.55 is now available! This version aims to fix a rare crash issue, and makes some changes to the timing adjustment option (you'll find the value has changed substantially, but it should still be correct for you). #PK_GODHAND

05 Oct 2025 02:34 +0000
PROJEKT GODHAND 0.54 is now available! This version fixes some display issues related to cloud save, as well as a DLC loading issue related to the Unity version update. #PK_GODHAND

03 Oct 2025 17:45 +0000
Chronal Chain beta codes have been distributed, granting access to what is currently a stage 1 demo (which will be updated gradually into the full game). Thank you for your support, and we hope you enjoy this first look at the gameplay! #ChronalChain

01 Oct 2025 15:09 +0000
PROJEKT GODHAND 0.53 is now available! This version adds cloud save, faster startup, and a required Unity security fix. #PK_GODHAND

01 Oct 2025 15:09 +0000
The PROJEKT GODHAND demo is now live! Now you can enjoy a Free Keyboard Smashing with a selection of 7 songs, and pick up the game at 20% off this week! #PK_GODHAND https://store.steampowered.com/app/2978440/PROJEKT_GODHAND/

20 Sep 2025 03:40 +0000
The PROJEKT GODHAND demo is now live! Now you can enjoy a Free Keyboard Smashing with a selection of 7 songs, and pick up the game at 20% off this week! #PK_GODHAND https://store.steampowered.com/app/2978440/PROJEKT_GODHAND/

19 Sep 2025 05:51 +0000
PROJEKT GODHAND and Chronal Chain will be playable at TOKYO GAME SHOW 2025!

Additionally, a new free demo version of PROJEKT GODHAND will become available during the event! KS beta backers will also receive the Chronal Chain stage 1 demo soon! #PK_GODHAND #ChronalChain

15 Sep 2025 03:36 +0000
NOISZ SL 3.653 is now available on Android! This contains solely internal changes required due to Google policy updates. You may see a small performance improvement on Android 15 or later. #NOISZ_SL

12 Sep 2025 18:57 +0000
NOISZ SL is game of the day in uh. in umm. yeah #NOISZ_SL

10 Sep 2025 21:44 +0000
NOISZ SL 3.652 is now available! This is also a minor bugfix update. #NOISZ_SL

...But if you liked having massive HZ for no reason, we do have a game for you: godhand.anarch.games https://godhand.anarch.games/

09 Sep 2025 04:00 +0000
NOISZ SL 3.651 is now available! This is a minor bugfix update primarily related to new features/content. #NOISZ_SL

05 Sep 2025 22:15 +0000
❤️🖤 Happy birthday to the fiery duo, Sumire and Hitori! Scan the QR code for 24 hours of HEART folder Cake Mode (increased EXP/drops), and burn everything down with NUCLEAR DRIP's new V-IGNITION and alt art in NOISZ SL 3.650! 🖤❤️ #NOISZ_SL

🎨 aya-op10s.bsky.social

04 Sep 2025 15:46 +0000
Fire is a symbol of life and death. Two sides of one coin. What better way to celebrate such a festive occasion? NUCLEAR DRIP gains two powerful new abilities through V-IGNITION, perfect for destroying your mightiest foes. #NOISZ_SL

31 Aug 2025 23:55 +0000
the most important point isn't "your game will sell a gajillion copies" (probably not, statistically) but "haters have no idea what they're talking about and you should just ignore them"

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26 Aug 2025 00:40 +0000
Happy 7th anniversary to #NOISZ! As part of our anniversary celebration, PROJEKT GODHAND has been updated with a new pack which is free if you own NOISZ on Steam! You can play a selection of beloved NOISZ tunes and new remixes! #PK_GODHAND

19 Aug 2025 23:02 +0000
PROJEKT GODHAND now has Steam Community Items (trading cards, badges, etc.)! You can now destroy your keyboard for virtual cards!! If that sounds awesome and you haven't gotten in on the game, surely it's a great time to start~ #PK_GODHAND https://store.steampowered.com/app/2978440/PROJEKT_GODHAND/

19 Aug 2025 17:08 +0000
Also, look forward to the NOISZ CONNECT pack at the end of the month, which is free for owners of NOISZ on Steam! This folder features two new remixes, halved halved halved ("Halv"ed Remix) and True (Trance SUNRaiSE Mix)! #PK_GODHAND

[1]
PROJEKT GODHAND 0.33 brings an exciting new collab to CORE APPEND: everyone's favorite cop punching rhythm adventure, @dcellgames.com's UNBEATABLE! This funky little remix is playable for the first time in both games, along with that other great tutorial song, FAMILIAR! #PK_GODHAND

there is only rice

HI i'm ruby! this is my testbed

Event Cycle

The countdown timers are all based on the countdown clock extension for Fandom. A typical template for the countdowns looks something like:

{{NOISZ SL Recursive Events|cyclestart=2023-03-15 04:00 +0000}}

Where cyclestart is a variable determining the beginning of an 8-week cycle. The widgets use this 8-week cycle to determine what events are currently running - or rather, how far it is into an 8-week cycle. Synthetic and Recursive events currently run on the same clock. If you look at the NOISZ SL Recursive Events, it may look daunting, but a lot of it is just text operations; the only variable here is the currenly running, event, seen in things such as {{CurrentNoiszSLEvent|cyclestart={{{cyclestart|}}}}}, {{EventCountdown|eventstyle=Nuclear Drip|cyclestart={{{cyclestart|}}}|countdown=True}} and {{EventTimeLeft|cyclestart={{{cyclestart|}}}}}. Note that {{{cyclestart|}}} sets a variable within the template, and whatever goes after the pipe at the end is set as the default for that variable if nothing is entered.

CurrentNoiszSLEvent uses that 8-week cycle to determine what events are running. EventCountdown uses the Countdown widget until a certain mark in that 8-week timer, and EventTimeLeft does the same, but for a mark 2 weeks after that.

If you look at CurrentNoiszSLEvent, it uses a case/switch statement depending on EventCycleTime, which returns how many seconds we are into an 8-week cycle.

EventCycleTime is simply: {{#expr:({{#time:U|now}} -{{#time:U|{{{cyclestart|2023-04-01 04:00 +0000}}}}})mod4838400}} ie, it looks at the time between now and any past date set as the beginning of a cycle, which is defined as the moment Recursive Event 01 goes live. It uses mod4838400 to divide that time elapsed by the total number of seconds in an 8-week cycle, and returns the remainder, which is how many seconds we are.

To recap, it does that, and CurrentNoiszSLEvent uses that time to determine where in an 8-week cycle we are in seconds; if we are less than 1209600 seconds into a cycle, which is two weeks, it determines the currently running Recursive Event is Attitude Mint. If it's more than that, the case switch moves onto the next statement, and so, if we're more than 1209600 seconds but less than 2419200 (4 weeks) in, then the current event is Blue Moon, and so on.

Countdown Clocks

EventTimeLeft

EventTimeLeftUnix: {{#expr:1209600 - {{EventCycleTime|cyclestart={{{cyclestart|}}}}}mod1209600}}
1179645


The countdown clocks for EventTimeLeft and EventCountdown use markers to count down to. EventTimeLeftUnix looks at how many seconds we are into a cycle and divides it by 1209600, and returns a remainder. It subtracts that from 1209600, the amount of seconds in two weeks; this returns the amount of seconds left in this mini 2-week cycle within the greater 8-week cycle.

EventTimeLeft is the countdown clock itself, and is:

<includeonly><span class="countdown" data-end="stop" data-callback="myFunction" data-options="short-format" style="display:none;">Ends: <span class="countdowndate">{{#time:r|@{{#expr:{{EventTimeLeftUnix|cyclestart={{{cyclestart}}}}} + {{#time:U|now}}}}}}</span></span>

The time it's counting down to is {{#time:r|@{{#expr:{{EventTimeLeftUnix|cyclestart={{{cyclestart}}}}} + {{#time:U|now}}}}}}, which adds the seconds left in the 2-week cycle that is a single event to the current time, and then counts down to it.

EventCountdown

EventTimeCountdownUnix looks at where we are in the 8-week cycle and accordingly counts down to the next 2-week marker using a case/switch. The "if time > 0" condition in there is to deal with the possibility that a date in the future was set to determine the 8-week cycle.


EventCountdown is the clock itself: {{#if: {{{countdown|}}} | <span class="countdown" data-options="short-format" style="display:none;" data-end="stop" data-callback="console.log('countdown ended!')">Starts: <span class="countdowndate">{{#time:F d, Y H:i T|@{{#expr:{{EventTimeCountdownUnix|cyclestart={{{cyclestart|}}}|eventstyle={{{eventstyle|Attitude Mint}}}}} + {{#time:U|now}}}}}}</span></span> | Starts: {{#time:F d, Y H:i T|@{{#expr:{{EventTimeCountdownUnix|cyclestart={{{cyclestart|}}}|eventstyle={{{eventstyle|Attitude Mint}}}}} + {{#time:U|now}}}}}} }}

Where the time it counts down to is: {{#time:F d, Y H:i T|@{{#expr:{{EventTimeCountdownUnix|cyclestart={{{cyclestart|}}}|eventstyle={{{eventstyle|Attitude Mint}}}}} + {{#time:U|now}}}}}}

This adds the time left until the next two-week marker to now, and tells the clock to count down to it. If nothing is defined, it decides the next style will be Attitude Mint.

Countdown clock end

If you look at the dev.fandom.com link above, you can see that a countdown clock ends many ways. One problem with the clocks currently is that the wiki does not update its own internal clock until something forces it to wake up, usually in the form of an edit or a null edit. Once an event ends, the event cycle doesn't update until null edits are made to the relevant pages, forcing it to recalculate everything.

If you look at the clocks' codes, you can see the "data-callback"; this calls the relevant Javascript function defined by this variable. The function is defined in MediaWiki/Common.js. EventCountdown is where it's properly used; you can see it uses the "selfNullEdit" defined in common.js, where the function finds the element with id "ca-null-edit" - the Null Edit Button - and clicks it using jQuery.