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07 Jun 2025 14:16 +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
06 Jun 2025 16:12 +0000
NOISZ SLを日本で2度目の「Game of the Day」として取り上げていただき、Appleありがとうございます!より多くのプレーヤーがこのゲームをプレイする機会が増えることを願っています。 🙏 #NOISZ_SL
https://apps.apple.com/story/id1610061994
04 Jun 2025 15:00 +0000
PROJEKT GODHAND 0.23 is now available! This version fixes a rare issue that prevents saves from being loaded under certain conditions. #PK_GODHAND
04 Jun 2025 02:23 +0000
NOISZ SL 3.623 is now available! This is also (mostly) a minor bugfix build. Thank you for playing! #NOISZ_SL
03 Jun 2025 00:26 +0000
PROJEKT GODHAND 0.22 is now available! This is a bugfix build that fixes some rare or minor issues. Thank you for playing! #PK_GODHAND
02 Jun 2025 02:32 +0000
PROJEKT GODHAND 0.21 is now available! You can now get a substantial discount on chart unlocks by increasing a song's level. Unlocks from 0.20 will refund a quantity of Kelvins based on the current song level and number of charts unlocked! #PK_GODHAND
02 Jun 2025 02:13 +0000
You can now play 君のもとへ, Luxrant, and M1LLI0N PP in PROJEKT GODHAND 0.20!! Who's ready for Luxrant?? (we won't even ask about M1LLI0N PP, just find out for yourself) #PK_GODHAND
01 Jun 2025 19:06 +0000
PROJEKT GODHAND 0.20 #PK_GODHAND
01 Jun 2025 18:28 +0000
Happy 🏳️🌈 PRIDE MONTH 🏳️🌈 everyone!! Check out our Girls Kissing Video Games NOISZ SL, PROJEKT GODHAND, and Chronal Chain! (kissing may be WIP but it's coming)
As a special bonus, everything at merch.anarch.games is 10% off this month with code "prideshirt"!
31 May 2025 03:37 +0000
Chronal Chain's main theme, "Steal the Future" by Reku Mochizuki ft. SUNRaiSE is now available on Bandcamp! Check it out now--you can still also preorder the game via its Kickstarter page! #ChronalChain https://anarchgames.bandcamp.com/album/steal-the-future
31 May 2025 02:06 +0000
Bandcamp download codes for Steal the Future have been distributed to Kickstarter backers! You can jam out to it right away!!
If you missed the campaign, you can still pick the single up on 6/1. Preorders are open now! #ChronalChain
https://anarchgames.bandcamp.com/album/steal-the-future
30 May 2025 04:49 +0000
the masses crave Sicko Content. you shall receive
26 May 2025 01:46 +0000
Thank you to everyone who supported the Chronal Chain Kickstarter! We've heard your expectations loud and clear, and we'll blow them away.
Codes for Steal the Future will go out soon, and Late Pledges are open until the game's release. #ChronalChain https://www.kickstarter.com/projects/noiszgame/chronal-chain/posts/4397855
25 May 2025 14:47 +0000
4 days left to back the Chronal Chain KS! Grab our upcoming time-mangling shmup (with full voice acting!! and bonus extra stage DLC!) plus NOISZ goods like What plushies and the soundtrack collection! #ChronalChain #NOISZ https://www.kickstarter.com/projects/noiszgame/chronal-chain
22 May 2025 04:45 +0000
NOISZ SL 3.621 is now available on Android and iOS! This version implements some balance and bugfixes related to ETERNAL CHAIN (which is now playable on Android). Thank you for your patience 🙏 #NOISZ_SL
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18 May 2025 16:18 +0000
A lone hero stands at the end of the world... The flow of time begins to change, and a new adventure begins!
Use the power of Chrono Shift to blow away your foes and earn crowns--reach level 30 to unlock ETERNAL CHAIN! #NOISZ_SL #ChronalChain
18 May 2025 16:18 +0000
PROJEKT GODHAND 0.2 is coming next month, introducing the CORE APPEND folder, a continually growing collection of additional free content!
Obtain Kelvins by playing songs and use them to unlock CORE APPEND charts! Plays from 0.1 will retroactively grant Kelvins, so don't worry 👍 #PK_GODHAND
16 May 2025 19:32 +0000
PROJEKT GODHAND 0.2 is coming next month, introducing the CORE APPEND folder, a continually growing collection of additional free content!
Obtain Kelvins by playing songs and use them to unlock CORE APPEND charts! Plays from 0.1 will retroactively grant Kelvins, so don't worry 👍 #PK_GODHAND
16 May 2025 14:32 +0000
Chronal Chain jumped past its extra stage stretch goal! Thank you again for your support!
We'll post a more in-depth update soon, but we've been hard at work to set up a final push for this campaign, including a special preview in NOISZ SL. Stay tuned! https://www.kickstarter.com/projects/noiszgame/chronal-chain
14 May 2025 17:03 +0000
NOISZ reCG (Switch) 2.0 is now available! You can now play Final pt.1 with the SL link code, and with the addition of Stellar Linkage content, it's now an even better value than before...! #NOISZ
14 May 2025 00:17 +0000
About 24 hours left on PROJEKT GODHAND's Early Access launch discount! It's probably the lowest price you'll see on the game for years, since it's already discounted during the entire Early Access period--hop on now! #PK_GODHAND https://store.steampowered.com/app/2978440/PROJEKT_GODHAND/
13 May 2025 01:17 +0000
NOISZ Final pt. 2 will launch in NOISZ SL later this year, with two versions. ⩙ is the finale of the NOISZ series and requires a link code from reV to unlock.
V is an alternate finale for SL that takes place after Ignition Story A and doesn't require a link code. #NOISZ_SL
13 May 2025 01:13 +0000
Anarch Entertainment が TOKYO GAME SHOW 2025 に帰ってくる!
今年はインディーゲーム部門にいます。日本語版『PROJEKT GODHAND』と『Chronal Chain』が初登場!ぜひ試しに来て! #PK_GODHAND #ChronalChain
11 May 2025 00:43 +0000
PROJEKT GODHAND 0.11 is now available! This version primarily focuses on fixes and small improvements. Some control options have been expanded (analog stick in menus, arrows/numpad as red in gameplay) and a connectivity issue on Mac is (hopefully?) fixed. #PK_GODHAND
09 May 2025 23:47 +0000
We're hearing everyone wants more GODHAND and good news, it's coming! Next month, we'll be launching an additional base content folder "GODHAND Core Append", which will gradually expand over time. #PK_GODHAND
Read more: https://store.steampowered.com/news/app/2978440/view/503950446763706234
09 May 2025 03:00 +0000
PROJEKT GODHAND dropped yesterday and now it’s already rated “very positive”, we’re probably doing something right, find out what it is #PK_GODHAND https://store.steampowered.com/app/2978440/PROJEKT_GODHAND/
08 May 2025 12:30 +0000
PROJEKT GODHAND #2 new & trending early access game on steam (????????????) thank you everyone who bought and/or reviewed it so far. if you haven't bought it uhh check out the #2 new & trending early access game on steam #PK_GODHAND https://store.steampowered.com/app/2978440/PROJEKT_GODHAND/
06 May 2025 23:21 +0000
it's real. buy PROJEKT GODHAND right now and all your keyboard demolition dreams will come true #PK_GODHAND https://store.steampowered.com/app/2978440/PROJEKT_GODHAND/
06 May 2025 14:22 +0000
everyone who played the demo and said execute is harder than overjoy overdose: the system has spoken and you are losing. my lower grade on overjoy overdose is entirely justified bc the chart is way harder #PK_GODHAND
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04 May 2025 23:57 +0000
NOISZ SL 3.615 is now available. This version fixes a rare bug. We've also added TP sort for leaderboards. (For now, please consider this feature to be a bit of an extra as it doesn't have meaningful tiebreaks implemented.) #NOISZ_SL
[1]
also everyone who played the demo and said execute is harder than overjoy overdose: the system has spoken and you are winning. my lower grade on overjoy overdose is just my own skill issue #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}}
911973
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.