#archived-modding-development
1 messages Β· Page 113 of 1
yeah i just set all the waits to near 0
cause 0 was being weird
that's why it's a test build
how did they work on 0?
also, how can I check with a mod if another mod is installed?
just remove the waits if you want them to be 0
won't it just start the next attack the moment the last one has ended?
I hit both of them once
what's that brightness
that's from the animation
I was dyinging
very dyinging
I was being murdified to death
ah I didn't know it was a real dream sequence now
well that's obviously a fake dream sequence transition because it's not any I recognize
unless it's WP
maybe that's why it's so weird looking
most dream sequence fades are yellow for a rather radiant reason
but the WP ones are white
and grimm's is red
lore wise I guess white makes the most sense for a dream sequence fade
blue dream best dream
blue dream when
Lifeblood core
the dream thingies are blue there
the main problem in phase 2 is that one seems to be slightly slower than the other
oh right
(with another mod)
and look in top left
with another mod
is it possible to program a mod that checks if a certain other mod has been installed
yeah
. . .
Copy how Sean checks for mod common with Rando
https://gitlab.com/natis1/grimmchildupgrades/blob/master/grimmchildupgrades/Grimmchild Upgrades.cs#L27 this gets a variable from another mod if it exists
and this code I stole from sean gets if a mod is installed https://gitlab.com/natis1/grimmchildupgrades/blob/master/grimmchildupgrades/Grimmchild Upgrades.cs#L24
And THIS:
https://gitlab.com/natis1/grimmchildupgrades/blob/master/grimmchildupgrades/Grimmchild.cs#L307
This gets a variable WITHOUT REFLECTION
but only do this if you're sure the other mod is present
as you can see I have a check and also put it in a try catch thing
just requires linking against the other mod
because I want to check if Mantis Gods has been installed and if yes make GodSlayers' punishment less severe - you can equip more charms without getting punished
make it less severe always or only while in the mantis gods fight
can't think of a way to make it less severe only during the mantis Gods fight so I'll just let "always less severe" slide for now
on scene reset check the to scene
and if it's the mantis gods scene
then set it
make sure your mod loads after 56's
the higher the LoadPriority return number the later it loads
Ok
omg
pivot is always set to the local position of 0,0,0
so I shouldn't ever change the local position of my objects if I want them to pivot around their centers
ok it still looks dumb. Do I have to set the localposition to the middle of my sprite for it to pivot around the middle?
try that?
VS insists that I can't just do IEnumerator, I need System.Collections.IEnumerator?
using System.Collections;
and yes
that is what it is
a System.Collections.IEnumerator
but adding that namespace at the start means you only need to type the last part
same for deltatime - UnityEngine.Time.deltaTime
yeah
~~anyone know why this is happening and how to fix. I get:
System.Reflection.TargetInvocationException
when running fireballsGo[i].transform.position = fbSpawnPos;
where fireballsGo is a game object~~
why can't I just set an object's transform
sorry im dumb
once again adding a log caused an exception
lpt never log anything
ugh I can't figure out how to keep my localposition at 0
changing my position changes my localposition as well
"Make an empty parent game object to the game object you want to rotate. Place the game object such that its middle is placed right at the origin of the parent. You can then rotate the parent game object instead using the normal ways to set the rotation of the transform."
How is this hacky shit the "official" way to do it.
(and maybe I'm just dumb but why can't I get it to work)
what am I doing I spent 3 hours on this junk to realize I had a RigidBody2d I could have used
what even that rotates around a weird pivot to the bottom right of where it should be
Did you set the pivot on your sprite where you want it to be?
Not the local position, the pivot
3rd argument to CreateSprite, I think
Sprite.Create, my bad
Half
THANK YOU SO MUCH OMG I DIDN'T EVEN THINK ABOUT THIS
...and you can hardly even notice the rotation. Dunno if that's a pro or a con.
how noticeable is it?
so uhh if i make something like this:
MainClass:
HeroUpdateHook =+ someHook;
Intialize(){
UIclass uic = new UIclass();
}
public void someHook(){
uic.intVariable = whateverVariableThatGetsUpdated;
}
then in the 2nd class
UIclass extended by Monobehaviour
int intVariable
Update(){
// some code here that will display the intVariable on the screen
}
should work right?
You add hooks inside of Initialize, not just in the class
And you need to use AddComponent to create monobehaviour instances
Also for simple GUI stuff use OnGUI not Update
Oh sorry wrong syntax stuff just making some pseudocode thingy, as for the gui i was planning on a stamina bar so i guess i should still use update for that or no?
OnGUI is used for ImGUI rendering and canvas should be updated when relevant, not always
So either way Update is probably not good to use
Alrighty
Could someone help me with installing the boss rush mod for mac?
I already have the zip files for the OSX modding API and the mod itself, just not sure where to put them
That doesn't work on lifeblood
Oh, kk π
KDT is not bothering to update it since the new game mode will probably be boss rush
But if you want to downpatch you can play it in TGT
@rain cedar rando logic is broken in lifeblood for dive only start
large dude in CoT can't go left enough to get to Lemm/Waterways anymore
there's a wall he can't walk past
Someone here know how to get the Bonfire mod if it can be used?
where?
There's people in the corner? Let them come hang out!
And he dead
What is Glass soul?
the one pro
How the boss rush mode works?
you select 1 of 9 bosses for each tier
complete all tier to go to next tier
complete all 3 tiers to win
each boss you get to select one/two charms or upgrades out of 3 randomly generated selections
How i enter in the boss rush mode?
Just start a new game
i did and nothing happened
Or i have to get out of KingΒ΄s pass?
boss rush isn't updated
so it needs downpatching?
yes
kdt pls
@young walrus Thanks for letting me know, I'm making this sign pogoable as an alternative
I'd probably have to recode a bunch of hacky fixes to get boss rush to work on LB
and all you'd get out of it is hive knight
The tracker works because wyza updated it though
well it would have worked fine - lb exclusive stuff
so you haven't done any HK modding at all since the release of LB then I assume?
is there a functioning boss rush mod?
if you can downpatch your game to last patch yes
KDT's works you just need to use the grimm troupe patch
hm
I mean it should only be a few days of works to fix everything and make it work on LB, but GnG has been early 2018 release for a while now
It's not early 2018 anymore
tc just fucking dunked us
i'd say we should all abandon the game and get to playing cuphead
or ori
heard there was gonna be a new release of that
might arrive before gng
decompile the x86 binary unity generates to rebuild it for arm architecture. then jailbreak your switch and run it on that. Ez.
should take like, 3 minutes tops
but does it have gng
it was specifically said that the switch release would have all 3 CPs
write GnG from scratch
they reversed that iirc
based on what everyone thinks it is gonna be like
gng wont be on switch release
unless they changed back back
stop playing with my emotions kdt 
it'd make more sense to release them together
so theres not a month between pc and switch release of gng
both arent coming tbh
instead we get hornet for smash
i'd smash hornet
long for you
a zweihander
jesus really?
i'll upload the video 
how long were you at it
like an hour
WHAT THE ACTUAL FUCK IS THIS
@compact sedge make this harder, i want to see people suffer
Make him faster stronger, Better.
This is normal mode it's not supposed to be hard
Yes on a hare
no but he has 3 world records from this mod
3? What is the third one?
- most time spent fighting NKG in one round
- best hard mode score
- best normal mode score
Nice
What's the difference between fighting him for long in one round and getting the best score?
idk but I've never seen anyone fight NKG for 1 hour straight
like without dying or killing him
although I bet ax2u could do that. he did fight nkg for 45 minutes
Oh so if you get the best amount of damage you also get the longest time right?
Wait time isn't linked to damage
probably really easy to do normal mode infinitely
just get a heal build
so you can heal outside of stagger
^
it's just really boring
why would i use a heal build
I expected you to use shape of unn and quickfocus for that kind of score idk
because 240 hits between staggers = big meme
unbreakable strength
mark of pride
longnail
quick slash
Charmless 
did you heal outside staggers at all?
no
because if not that 70k seems almost more impressive to me than your hardmode score
probably just quick focus instead of MoP then heal during spikes
easy infinite fight
Damn that's impressive
So basically veru is dominating the grimm infinite mod scene rn?
IG normal mode with quick focus for veru is basically desert bus
guy's a god idk
But I still give it a week before Trinomi beats his score.
not in regular mode tho
huh he's sitting at 9020 on the leaderboards right now
maybe I should update it
ok
Who's trinomi?
WR any% nmg
Oh
among other records
still a record smh
Also in that ngg vid about hk. I forgot if the person playing did only the first phase with his own skill or it was ALL segmented. If that person actually did the first phase with his own skill i salute him
Oh
One run? Does that mean with his own skill?
also he may be 2nd place NMG but he'll never be 117th place NMG.
he'll never be 117th for a meme
Yes he did it with his own skill
if you think about it it's basically impossible for trinomi to get 117th place
you'd need 105 people to beat his score
which is probably never happening imo
115*
can't count
only if GnG adds cutscene skipping and menu drop
Well, obviously you don't compare times against different versions
well in that case time to get the 106% world record on lifeblood
with a time of... literally anything
π€
TBH I think the broken build they put out with the switches being hit thru walls should count as a major glitch but whatever :)
I probably have the 107% WR, if no one else has done it
Just from testing it as fast as I can
I've never timed it tho
of course
Yeah of course it needs to be timed to count!
I don't like this behavior
You could manually check collisions in FixedUpdate
Probably a bit slow to do that, though
It mostly works making it non-kinematic but there's a few minor bugs
Like what?
uh if it's non-kinematic the colliders push the balls around.
Sounds annoying
now make it start faster
over 10k again wtf
kk
my only messages in the last month have been memeeconomy investments
which i then deleted
I just make snarky comments which get hundreds of upvotes and less snarky ones which get like 5 upvotes
Endurance mode will really complete the mod I feel
the only time i actually put down more than 2 comments in a month
was when i was helping someone get their arch linux install to boot
Also I really liked the damage counter more than without it
Endurance mode?
Basically 1hp mode
1 hit u die
ooohh
for normal and hard more
This sounds like hell
and maybe if I do that I might also remove staggers
1hp mode tho, so we can use fury
Infinite NGG when tho?
since no need for them if you can't heal
imo sounds more fun than normal hard mode
cas it will be more fun being able to use fury than not
yer remove stagger GREAT idea
it slows the fight down
yeah, have an option to start hard mode at max speed
no max speed start! other wise people can practice the faster mode
they need to EARN THAT RIGHT
haha
have it start at max speed hard mode and B U I L D U P S P E E D F R O M T H E R E
^
start it at the speed you would be at if you did however much damage you have in your high score.
you can fight one grimm but what about all the other ones in the other PUs
infinite grimm in half a press
smh no super mario stars in HK
infinite grimm mode where theres 2 grimms and they both mirror the same moves 
among the dumb features that are being added one is semi infinite NGG
but if its semi how can it be infinite anymore π€
first two stages are normal. last one with two grimms are infinite
and your score is how well you do on the last stage
make first 2 stages longer too
every 3k damage add another nkg
u do it
once I understand how to make the Gods' Glory charm's stuff to work
can I fight mantis gods after i have killed mantis lords?
yeah
ok
you have to kill mantis lords first
required to defeat mantis lords
you kill Mantis Lords and enter the room from above
ok ill just use the same save file then
you fall for a long time and then get your ass handed to you by the mantis Gods
Hey seanpr since you know unity can you explain to me how do I check that my object only collides with a certain layer?
I have tried this code:
in init:
fireballsGo[i].layer = 169;
in OnTriggerEnter2D(Collider2D hitbox):
if (!hitbox.IsTouchingLayers(11)) return;
log("Hit a layer 11 object with on trigger enter. obj name is " + hitbox.name);
but in the modlog the fireballs still collide with each other for some reason
[INFO]:[Redwing] Hit a layer 11 object with on trigger enter. obj name is redwingFB4
who gives Sean the right to know everything >=T
Neat
ugh so the pivot of my boxcollider2D is in the bottom right but the pivot of my sprite and rigidbody2D are in the proper location
so when the sprite turns 180 degrees it looks like this
I'm using RigidBody2D for rotation and the sprite itself has the proper pivot
but IDK how to change the collider's pivot
What doesn't work:
collider.offset = new Vector2(spriteSize.x / 2, spriteSize.y / 2);
Not sure on that one
I have an idea not sure if it will work
but trying to rotate the sprite's transform directly and hope that that doesn't rotate anything else on the GameObject
ok that didn't work
sprite's transform is the game object transform
is this another case where I need 2 levels of gameobjects
1 to hold the boxcollider
2 with 1 as its parent to hold the sprite, damages enemy, etc.
move 1 around only and rotate 2 around only?
That's stupid, but yeah maybe
If it's stupid and it works... Thanks for the healp sean
hardmode I assume?
how to get hard?
Porn
Grimm porn...
cease
ok srsly where how do u get hard mode
wait u get more dmg with grimm child, how much is it?
which you could have known if you read the readme
Optional hard mode for really skilled players. Set this in `<Path to HK Saves>/InfiniteGrimmMod.GlobalSettings.json` after running for the first time.
hard to read
3rd line of features
See this is why if you get 15k on normal mode grimm tells you to do hardmode
because I know nobody reads the readme
tbh even if people do read it at least a third of them either won't know what program to open .json files with or how to toggle a bool
@copper nacelle @compact sedge boolin' (first run of the day)
and now by tradition i'll do no more attempts for the entire day
Hello, I'm trying to use the Randomizer mod (it's showing up in upper left corner) but it doesn't seem to work. Is there any more step to do to get it working?
You need modcommon and the api also installed
Yes I have them, for 1.3.1.5
click randomizer in save creation?
Have you beaten the game once
yes
oh, maybe I beat it before the update with steel soul, since i don't see it (yes my game is in 1315)
okay, guess i'll try to refinish it then
Then the randomizer screen selection is on the steel soul VS normal mode selection screen
okay thanks π
There's save files on speedrun.com so you can put in a file that's at the final fight
trying to use Hex to open the .json file but the hard mode value always goes back to false every time I open the game
just... Open it with notepad
oh
something similar was happening to Trinomi now that I think of it
56 had to send him a "hard mode only" dll for the mod

Is there a way to get if there's any collders (of a certain layer) at a point?
I'm trying to detect if the corners of my object collided to use that to determine the angel my magma should be rotated.
But the problem is if there's two colliders that are right next to eachother and my ball hits right in between them then using other.OverlapPoint will only detect one.
thank you, this was getting frustrating, I wasnt sure if it was me being retarded or computer being bad
;w;
basically this is what ends up happening when it hits the seam between two static walls.
and I wanna avoid it
by just checking for collision manually I guess idk
2612 dmg hard mode, 2nd attempt, not bad if I say so myself
wow u got last
JUST A WARMUP IM ONLY GETTING STARTED 

theres only 6 entries tho 
*9 entries
oh I was looking at the discord one
discord preview doesn't update
ok fixed my problem this isn't happening because unity doesn't tell you this but the OverlapPoint function doesn't actually work
somehow playmaker has been less stress to work with than unity
ok linecolliders are dumb
current problem. No way to check intersection between linecollider and bounds without converting my bounds to a boxcollider first but to do that requires creating a gameobject I believe.
ffs
u made a pretty hard to top score
uhh ok so I guess I'll just ask. If I wanna detect if the corners collide what's the best way I should go about doing that?
Because everything I've tried has failed so far
the one thing I haven't tried is making 4 separate box colliders one for each corner because that sounds stupid
@solemn rivet
wait I have an idea
can you get the minimum distance between a point and a line collider
is that possible
cuz then I could just check if minDistance < someEpsilon
and if so then say they collided
yeah just take a perpendicular of the line that intersects the point /s
yeah I know but is there an easy way to do that... or any way to do that
but yeah anyone who knows linear algerbra[sic]/unity functions and how to do this then let me know
does anyone have a boss rush mod that works with the latest version of hollow knight
No working version for Lifeblood, youre gonna need to downgrade to 1.2.2.1 Grimm Troupe for that
is there a get all components function?
Destroy and GameObject.DestoryAll don't destroy components
You can just get all of type Component
If I destroy a component from a component does it break unity?
like if in my component I destroy myself
Nah it should be fine
ok
no that's fine but it doesn't actually destroy the components inside or at least not all of them
for example my DamagesEnemies persists
as does my redwing_fireball_behavior
Components can't exist without their object
So you must not be destroying every object you make
oh yeah ur probably right
@hazy sentinel no one told me there was magical new dialogue at 15k!? Otherwise I would have kept going yesterday :/
Also congrats
dialogue isn't that good so don't get that hyped up for it
It doesn't matter what it says, it just matters that you earn it π
for AfterTakeDamageHook
Do I return hazardType or damageAmount?
They're both ints.
also what's the difference between that and TakeDamageHook. If I modify the damage taken by TakeDamageHook to 0 does it cause the AfterTakeDamageHook to not apply?
your return damageAmount
ok so that answers question 1
question two. If I return 0 as damageAmount on the TakeDamageHook does that stop AfterTakeDamageHook from running?
that... i dont know
and also why are there two hooks
fuckin dnspy keeps converting the booleans into flags smh (unless theyre declared at the class itself instead of inside a function, still pretty lame tho imo)
@compact sedge done for today
Wowwww
Come on, Ive still havent beaten standard NKG! Why you`re playing HK so strong?
@steep sail '''''''''''''''''''''''''''
On Hard?
no shit
GlobalEnums.HazardType
Yeah, that works
WTF why are enemies classified as: HazardType.SPIKES
all attacks are either spikes or fire if you think about it
TC has interesting ideas
or acid
acid's like a mix of spikes and fire
Shouldnt be spikes
spikes are sharp and cut you. fire burns you. acid can do both
the other one just hits you
Spikes don't check acid invuln
but whenever hit it has the same effects
But it has to check if it can hit, and what to do when it does
Look all I know is these are the enums
namespace GlobalEnums
{
public enum HazardType
{
NON_HAZARD,
SPIKES,
ACID,
LAVA,
PIT,
}
}```
and every enemy I hit is type 1.
I thought it would be NON_HAZARD but that's type 0
Are enums 0 indexed?
yes
ima check if real spikes are type 1 too
where's the closest spikes in crossroads
probably crystal area
Most likely not updated as enemies probably don't even trigger the code to check the hazard type
uh if so that's a problem
because
I wanna only do a thing when I'm hit by stuff that doesn't cause char respawn
ok nvm crystals are bottomless pit for some reason
oh wait
see
you can bounce on spikes
the enum being wrong
You can't bounce on all spikes
?
I think you can bounce off of everything classified as spikes
so, Spikes, retracting Spikes, Saws
wait
is the enum made by the people who made the modding api
or the people who made the game
they don't check for swimming
No its tc
if the former I think it's wrong
oh
really
they made the enum
including picking the names
choosing enemies to be spikes, spikes to be acid
what's LAVA tho?
A good hint its not made by us
going to fungi area to see what acid is
Most likely removed content related to bone forest
can it be applied to something?
to see how it functioned
W H A T ? ? ?
Most likely its actually 0 indexed
it's 0 indexed but TC treats it like it's 1 indexed
that's my theory
ok where can I find spikes that reset your positon
Well it shouldn't matter
kings station right
Because you set it to X = HazardType.SPIKES not 2
HazardType.SPIKES is 1
I blame playmaker
HazardType.ACID is 2. which is both crystal spikes and the spikes in kings station
and probably sawblades too
HazardType.LAVA is 3 and is acid
but where can I find HazardType.PIT
maybe that one's properly named
does hk have any pits
dream places
oh right
whenever you fall of the edge in a dream realm
100iq way of checking
is like spikes
There's no HazardType.PIT
I said that one already
NO IN WHITE PALACE
the invis floor
that kills you when you fall off
the death barrier
you need to go to one of the boss dreams
I think all hazards are just kill on contact monobehaviour
why is radiance dream different from WP dream
that one, as I said, functions like spikes (you can bounce off of it) and you said spikes are acid
no you can't
I mean falling off the map
and hitting the death point
in WP
when you do that
it's type acid
seriously
I have successfully bounced off of the WP clouds from point A to point B
unless it has been changed
you can respawn him with Debug mod
just gonna quit to menu to go quickly back to thk
how is the Flame Shield supposed to look?
however you want. it's a shield around the knight that blocks 1 damage.
and uh I'ma have to figure out how to make it block damage from acid and lava and stuff while still resetting your position
Hazards and enemies are coded different so its easy to check
is it made out of the fireballs or can I just go Super Sayian Goku style?
because if you set damage taken to 0 the knight will just fall through spikes
no it's more like goku I guess
ok
not like 3 green shells orbiting you like in mario kart
y
Although that would be a cool idea
Sacrifice the ability to use any SOUL moves including healing to gain x2 damage and a fire aura.
Hmm how does 0 damage make it not work
KillOnContact doesn't even check
doesn't it fail same as the way 0 damage nail fails
all I know is if I set damage equal to 0 it fails
so ima have it deal 1 damage and then heal the player 1 health
or heal first if they're not full hp
Ok
you can just do
if (PlayerHP == MaxHP)
DealDamage
Heal
if (PlayerHP < MaxHP)
Heal
Deal Damage
I guess
and the moment of truth
d r u m r o l l
guess what type the pit on radiance fight is
like acid?
MOTHERFUCKIN ACID
so there's no AttackType.Pit
you need to respawn Lost Kin
no fuck u I'm not doing this you test it
I swear to god it'll be acid too
I bet you 10 bucks
not for real
This is the only one where it teleports you
Easy fix tbh
Dreamers and the 3 Dream Bosses (Failed Champ, Lost Kin and Tyrant)
test it on one of those
don't have time
Just check the hazardType OnTakeDamagr
You can do it later
If it matches just run the same coroutine
but if any of those end up PIT
They're treating the enum as if it's 1 indexed in their if statements but passing the correct 0 indexed values onward
Mystery solved
Although DieFromHazard is private
Uhh random question but Time.deltaTime SHOULD be constant right?
No
Uhh no
shit
Its how many seconds the frame took to render
Usually around 1/60
Dunno why you'd want a fixed amount though
A better fix I guess would be moving the damage override to be after the check
hey seanpr since the modding api also has patches can you fix this in a patch pls
also why are pits and spikes the same and not the pit type
actually don't fix not worth the effort
Can you pass functions accessed via reflection into start coroutine π€
If you call Invoke on one you'll get back an IEnumerator
Which you can pass to StartCoroutine
Well then its pretty easy to hazard respawn without taking damage
You can just call GameManager.HazardRespawn for that
Weird that's programmed different to the actual hazard respawn
Wonder why they have so much redundant stuff
A lot of it is leftovers from old patches
They add new methods but leave the old in
Idk why
99% of functions everywhere
Because nothing is as efficient as making an object reflect the name of an object to find its instance, them using reflection to find a method and call it
hey guys anybody got a mod that skips the annoying ass cutscenes when you're dying a lot in Steel Soul
Kappa
Yeah it's called playing on any patch before lifeblood
QOL mod?
ree
214 is a pretty slow night tbh
true
So is it just me or is the time you can jump after walking off a ledge super heavily reduced in lifeblood?
I'm not sure that some of the more precise skips are even possible
More specifically I mean I can't clear this gap with just fireball
does wraiths work maybe?
think it has a bit more floating time
so wraiths + fireball might work out maybe
It's a longer animation yeah but you can't move during it so the floating time doesn't mean anything
The pushback on fireball is better for getting across gaps
what are you lacking exactly ?
Please read the modlog or play itοΌyou will find it. I can't express well.
HK 1221 RandomizerMod. I can't get Sharp Shadow with my skills
the log says that it is reachable though, that's why I'm asking what skills you currently have
and anyway, why would you go fetch Sharp Shadow ? It contains Desolate Dive and all the items necessary for Any% are already reachable
I don't understand what's wrong though ? Shade Cloak is at Mantis Claw
With Shade Cloak you can get Sharp Shadow which is Desolate Dive
but you can't reach it
kill selfοΌ
Nah, I don't think there is a bench near enough
and there is a third entrance to deepnest
oh you need Claw to do that π€
Actually you forgot to put that you have Isma's tear
and so apparently you only need Shade Cloak and Isma's tear
heavy blow best item as is tradition
I canβt get sharp shadow with 2 cloaks + Isma's.
So lucky am Iπ
Oh I think I know
Damn I'm dumb
You can access the third entrance I showed by going to Moss Prophet from Queen's Garden
@lucid pond
isn't it the one from the Mantis Lords ?
No= =
if you play low%
you will know this
Iγο½ο½ο½ο½γο½ο½ο½ο½γο½ο½ο½γο½ο½ο½ γο½ο½ο½
ο½ο½ ο½ο½
ο½ο½ο½γο½ο½γο½ο½ο½ο½ο½γο½ο½ ο½ο½ο½ο½ γο½ο½ο½ο½ο½ ο½οΌ
π
why are you going low% with randomizer
I mean you will know where I am in the photo if you run low%γ
this one
Itβs too high.
I can't up not through
shade skip isn't useful= =
θΏε°εε€ͺι«δΊοΌζ沑ζ³δΈε»οΌδΈζ―θ·³δΈθΏε»
yeah that seemed tight
2 placesοΌthe same question
and the wing is in slyβs keyβ
the claw need dive skill
the dive skill at sharp shadow
Try the seed,you will know the question.HK 1221 hard 1608102
It's not really a matter of trying the seed, according to RainingChain Randomizer Helper, you should be able to get it, so either the logic is at fault here, or we didn't think of the right answer
(I'm going to ask in #speedrunning, so we can stop monopolising this channel :P )
I'm going to relax. See you later
You can get to sharp shadow with ismas and shade cloak by going through QG
Entering deepest by mask maker
does anybody know when gods and glory will be live
Shade skip. Boyee
or try pushing an ennemy from above and ennemy pogo+shade skip lel
Did you die on the thorns next to the jump? Looks like you died by the two enemies
On the left side?
up or under
θ¦δΉε¨δΈι’οΌθ¦δΉε¨δΈι’γε¨δΈι’ζδΈθΏζ₯οΌδΈι’ιι½ζΆδΈεγ
do it
@everyone anyone got a mod for mac that works?
wow first of all
don't even try to ping at everyone
and second of all... all of them? Except for 753's stuff

100000 IQ
Quick question. Are these scores using GrimmChildUpgrades
no
other mods are banned for getting high scores, ofc.
you can use grimmchild upgrades but only if you don't have grimmchild on so it doesn't matter.
and I guess mods that don't affect the nkg fight or your character at all are ok
ok
i don't think heavy broken is allowed to be used sadly
that would just make it harder
can't wait for someone to get a 400k score with blackmoth
it was 70k
My finger slipped

it was 77777777777777777777777777k
Yeah
- activate grubberfly
- stand in center
- go to sleep
1 mil pretty easy just heal build for 15 hours
Probably
pretty easy
play for 15 hours
take a sleep break
you mean quick focus shape of unn?
you butchered every single one of those charm names
Yeah
sherpa
booze up
Blame it on the keyboard
what kb do you have
I'll beat every record myself using only Hell Mod
it's normal mode
how do you switch
ok
if it were hard you would've had to start the fight at -234 geo for that final geo total to make sense π€
Almost got 5k =/
What's the best build for this anyway?
I went pure nail because I'm pogoing too much
graig used a heal build
3 + quick focus + deep focus
graig used heal build. veru used pure nail
I think those are the only two viable builds in the lategame but idk
trinomi used a spell build




