#archived-modding-development
1 messages · Page 114 of 1
the best build is gitting gud
He did spell build for 12k on regular mode
idk about what he did to get the 9k on hard
you can do up to 50 damage during stagger
ohh
Trinomi went full on spells. Twister, Shamans, Grubsong and Catcher
I always go full nail
spells > nail
spells OP
Alright. Quick poll. Should I take a break from redwing to finish up infinite grimm 0.4?
custom starting speeds, maximum speeds, and speed increase rates. infinite nightmare god grimms in a memey optional mode. Making sharp shadow do stagger like it should. Endurance mode where you have 1 hp and grimm 1 shots you.
wait I'm still top 5?
no you're 56
did you mean git gud
SO. CLOSE. AAAAAAAA
still top 5 meme
boi

i got my previous high score in 2 tries with trinomi's build
would highly recommend
wats the build
shaman stone, soul catcher, u str, spell twister, grubsong
B-But ma precious quick slash
¯_(ツ)_/¯
i like spell builds
could ask veru for his nail build
p sure it has quick slash
the build I currently use is quick s, strength, quick focus, and soul catch
considering using fury
also fix #5 and #6 on scoreboard
Alright why am I not dashing?
I have the following code in a function added to ModHooks.Instance.DashVectorHook:
log($@"Returning a vector which is: {ret}");
return ret;
In my game log when I dash left I see multiple:
[INFO]:[Greymoth] Returning a vector which is: (-0.6, 0.0)
But my character dashes in place.
[INFO]:[Greymoth] Dash direction: (-1.0, 1.0)
[INFO]:[Redwing] I should be spawning a fire trail right now
[INFO]:[Greymoth] Returning a vector which is: (-0.4, 0.4)
[INFO]:[Greymoth] Returning a vector which is: (-0.4, 0.4)
etc...```
I don't have any other DashVectorHooks but I do have another DashPressedHook which is called after the first one.
Here's a video to demonstrate my problem
what the fuck is that font size
I made it big so it wouldn't be artifacty
When I recorded it
small text looks like crap on video
not wrong
I feel like the one person who knows the answer to my problem is on away right now.
actually... maybe the two people who know
try making it return 100 100
that's dumb but ok
dumb things work too often
lol u should see my fireball collision code
hey 4 gameobjects at 4 points
for each fireball
times 7
ok multiplying my dash speed by 10 makes me dash a VERY SMALL distance
wtf
seanpr pls
🤔
ret *= 100;
log($@"Returning a vector which is: {ret}");
return ret;
why tf does this work
oh wait I know
gradow u monster
?
he put ret = Time.deltaTime * num * DashDirection in the code I stole
but actually the vector you want to return
is the dash length over 1 second
not over 1 frame
nice
wait but then how the hell does it work in blackmoth
¯_(ツ)_/¯
could someone help with my modding
this is actually my first time unzipping stuff and things
AA you're probably changing the velocity
I change the transform's position directly
I'll be on my pc in a bit
still doesnt work
poop lol i just started up HK and its stuck on a black screen
IDK if I'm changing the velocity or not gradow. I'm only doing a dash vector through the DashVectorHook. That's the only way it's set. And for that you don't wanna multiply by Time.DeltaTime because the game does that on its own.
Just like this code: https://gitlab.com/gradow/Blackmoth/blob/master/BlackmothMod.cs#L396 and https://gitlab.com/gradow/Blackmoth/blob/master/BlackmothMod.cs#L453 but much simpler
also I fixed being able to turbo button
literally by just enforcing a 1 frame delay between dashes
there's a video on how to mod your game
and step by step instructions
and an installer too
want me to send that fix gradow? Or does it not matter because I'm the only one who exploits it anyway
so..... pick one
wait
56 I hope you're updating the scores because I've been too busy modding
LOL
gonna beat u
no me
then i'd be happy
the combination of grimm gettin faster and choking is my greatest enemey
u are actually killing me
Strength, quick heal, double heal, grubsong
reee heal build
Do it

shape of unn 
don't do it
Quick slash bad for fast Grimm boi
makes beginning too slow
quick slash, strength, mop, long nail
Im the aggressive kind
Yo @compact sedge you could add a time mode when you get 10 mins, highest damage in that time
Now that doesn't sound like a bad idea. But if it's timed grimm should probably move at normal speed
Yer
re
Now you know why I get paid the (small) bucks to test and give my opinion
no

ok but then yo ucan't use magic
I mean you could just make all these modes be turned on/off at the same time really
One hit Max speed timed grimm
no speeds are gonna be set separately and apply to all modes except god grimm
god grimm is just a meme port of a meme mod because I'm too lazy to wait for kdt
:echREE:
AA: you can pr if you want to
ok I will but I haven't tested my fix's interaction with the other charms
probably gonna need to disable it for grubberfly for example
all it does is make it so you have to wait 1 frame between dashes
also, AA: ```cs
HeroController.instance.GetComponent<Rigidbody2D>().position = HeroController.instance.GetComponent<Rigidbody2D>().position + ret;
return Vector2.zero;
wait so then your DashVectorHook code is unused then?
no, that's inside that method
why not just return the dashvector
ah ok
basically how debug does noclip
yeah I don't need that in my version. I just needed to take some of your code for omnidirectional dashing and to get dashing working in spite of adding a DashPressedHook which normally stops dashing.
https://gitlab.com/gradow/Blackmoth/blob/master/BlackmothMod.cs#L500 here I actually return the vector
oh I see
notice it's inside the check for sharpShadow
yeah because without sharpShadow you want to collide
I mean, I do have to clean up my code
with the line collider walls
but, yeah
collision free dashing is kinda memey tho not gonna lie
because you can just fall out of the map
and the default respawn for falling out of the map is usually 0,0
which usually is also outside the map
make a megascene that's all the scenes put together
so if you fall out of the map you land on another map
only takes 6GB of ram
dunno if you saw it, but the omnidirectional dash is also in the CheckForDash method
and a supercomputer cpu
yeah I got it working
that is mostly stolen from seanpr tho
and now mine is mostly stolen from you
graymoth, bigmems
But uh next I'm gonna add a check for your mod and if it passes it will not add the graymoth behavior.
but I'm lazy and wanna do infinite grimm first since suddenly people are actually playing it
I'll see if I can get some time this week and clean up the code
idk why
cause competition
I should pool invokes and components
drives people
idc about your code just that it mostly works. The only things I'm doing with your code at this point are
- calculating the dash distance so I know how far to do the fire trails.
- (optionally) overriding the 1 dmg nail thing because 1/4th the appeal of my mod is it makes the game easier.
oh and sending a PR sometime in the future when I get a chance to test it
what does the scalemod do, scale your character smaller?
yes but it doesn't work on 1.3.1.5 afaik
At this point I could probably beat grimm with old nail
with old nail?
could probably do it with -1 nail too... but not without abilities or charms like that one video.
but wouldn't that hurt, like, a lot?
poor NKG, dying of tetanus from your old rusty nail.
best charm there
nearly 90k geo
does anyone here have very good knowledge of the SHA-1 algorithm
what do you mean
I've read the documentation for it and I think the code I wrote for it is correct but I am not converting between variables types properly
so let ask a better question
So if you want an integer to hold a hexadecimal you can do 0xSomeHexNumber but what if you have a binary string and want to convert it to an integer in hexadecimal
ok so first problem. sha1sums are way longer than integers or longs
they're 160 bits I think
yea I am using BigInteger
well the problem is you're gonna need to figure out casting with BigInteger
but I cant even do what I want with regular ints
I am thinking the code shouldnt be that different between int and BigInteger
can't you just do new BigInteger(string)
where your string is everything except the 0x
so just the part after it
I have a string of 1s and 0s
and I want to convert that to a hexadecimal and store it as a BigInteger
I tried that
it didnt work
plus, it doesn't return hex
that code converts binary to decimal, I want it to convert binary to an integer that holds hex
then just do
public string BinToDec(string value)
{
// BigInteger can be found in the System.Numerics dll
BigInteger res = 0;
// I'm totally skipping error handling here
foreach(char c in value)
{
res <<= 1;
res += c == '1' ? 1 : 0;
}
return res.ToString("X");
}
i think
I think this worked
my sha-1 code has 1 extra letter in each w[i] iteration though but I don't think it's because of this
thanks
yw
woah reshaper turned 6 lines into 1
resharper slightly op
also changing the vm options on rider is the best
no more lag
there's lag???
I've had a couple studders
in Jetbrains Rider I mean
Speaking of which by refactoring my code it should have reduced the lag added by my mod, although not by a substantial amount. What will is my new ReduceLagInGrimmFight option.
Is there an easy way to get the damage that a nail or sharp shadow should do, or do I just have to calculate it from the hero vars manually?
Like I can't just do 5 + nailUpgrades because there's a bunch of charms and stuff that influence these.
yes
wait really?!
check damageDealt of the nail object
does that account for all charms?
what about for sharp shadow?
probably also has an object you can check
i'd just do the maths though
but it is there on an object
oh yeah uhh I'd rather not find that object tbh
Doesn't nail damage round up for some stupid reason
oh wait I know
why / when do you need it
I'm using HitInstance to check stagger so all I gotta do is check if the HitInstance damage equals the damage done to grimm
basically because HitInstance procs for every frame you sharp shadow
so right now if you drop flukes and sharp shadow as grimm is getting hit by the flukes, even if you don't hit him with the shadow
he still gets staggered
because the flukes hit him and his health drops while hitinstance sharpshadow occurs
but if I just check that the damage done to grimm is the same as the hitinstance dmg for sharpshadow it should work
Alright 56 I wanna call the version on my github/lab a new stable release of infinite grimm but I'ma test it first.
hurry up thanks
help me out if you want me to go faster, just need to make sure my very simple settings works, as well as sharp shadow stagger
no i need to beat pollitoz
I did it was a tiny oversight with a 1 line fix
alright if there's no more bugs then the next infinite grimm with a bunch of features y'all suggested is out in 30 minutes
NGG and endurance mode
YAY
I'll get to fight NGG
thanks
a
GBAJILLION
(sorry, got excited)
also downloading Redwing to test
ree
is custom starting speeds, increase speed rate, etc.
basically you can configure all the speed stuff
as well as stagger, and there's a lag reducing setting
the lag reducing setting only does a little now (maybe 30% better fps) but should be more like 60% better fps by 0.4
nice
Alright 2 more things to test
Alright, no other bugs
I think we're ready for release.
Time to update the readme
it's definitely buggy
game crashes whenever you enter either from above or from below with a dash (spawning fireballs)
I think that should be your top priority
Ok
New version of Infinite Grimm out on the google drive!
0.3.5 fixes the following bugs:
* Sharp shadow does not stagger
* There's a few theoretical, obscure, and totally not practical ways to stagger with fluke that were fixed
and adds the following features:
* Damage counter using geo display
* A lag reduction mode which, for now, just avoids activating the fire heart to save some frames.
* Customize Grimm's difficulty with five separate variables that can be tweaked to your liking.
* The damage report at the end tells you if you made grimm harder or easier using this customization, and if you used hard mode.
Huh Gitlab does have releases after all
Alright just updated grimmchild upgrades on the drive to the newest infinite grimm abi
Also, nice graymoth btw
It is intentionally shitty though. As you'll notice by looking at the lack of any charm interactions
yes
omni
omni, and you can dash much faster
oh uh what is this 
Not a graymoth
oh
I asked folding to draw a picture of something "flaming" half sarcastically two days ago and he totally went through with it and it looks cool so I set it as my pfp.
I have like a whole art crew (of 2 people) for redwing which is weird because I don't even use any art assets in the mod itself.
Maybe I should though.
I didn't ask for it either it just sorta happened after I made a redwing server
But I'm not complaining
er
says the person with a rainbow floor in their mantis gods mod
ur fault
shhh
Might as well call the first version of my mod rainbow wing because I've mistakenly refered to it as firewing like 3 times and faeren calls it greenwing, and it has a greymoth class.
Gaywing when
Well I made IG 0.3.5 a lot faster than I thought I would so I guess I'll now work on Endurance and god mode
aka meme mode
because NGG is a meme
u
also I guess I can work on getting performance numbers even higher with lag reduction enabled, although for now the improvement should be large enough to make the fight much more playable.
i made this fight so fast it's easy
what speed did you set grimm to?
ffs
i was trying to increase the x velocity
so i multiply it by 10
so i go to log it later cause nothing's happening
its velocity was 0
reee
Fun fact: As best I can understand NGG has 4 phases
Phase 1 is 2000 dmg long
Phase 2 is 400 dmg long, or 375 in lifeblood
Phase 3 is also 400/375 dmg, and is the only phase where you take double dmg from grimm
Phase 4 is 800 dmg long and is the one with two grimms.
Can't be sure though because I'm too lazy to downpatch
Actually my theory is they are more evenly split
but this is how the phases would look if I implemented it into lifeblood the way it's done in grimm troupe
Ok
and NGG release when?
also, is the GDrive one updated, with the speeds and stuff?
downloading it

also
seeing these
I'll make a stupidly OP GRIMM TO TESTHAHAHAHHAHA
Grimm starts at x3 speed, stops at x7 and increases a speed every 2500 damage
on normal that might be survivable
Almost certainly not on hard
maybe a robot could but I think the spikes would launch faster than humans are capible of thinking
also sorry KDT
in advance
its 800/800/800/800 or should be
It is in TGT
afaik spikes at 7x speed might be doable if you can parry them
normal at 3x is normal at 12k dmg which is totally fine
maybe
you'd need to preparry probably if you're a human
but I don't think you can actually parry spikes for some reason
you would preparry
also I pause buffer
because strictly speaking by the time you KNOW the spikes are happening, they would have hit you 100ms earlier
to do grimm at 3x speedhack
pause buffer
sounds like cheating
actually not really
but
it still seems very hard
spikes isn't the problem though, its fire pillars and dive
pillars at 7x
and only because dive is super glitchy
actually no
pillars at 7x the fire itself only appears at normal speed
it's just the pillars spawn much faster
in my mod
on speedhacks yes
yes speedhack is much more difficult than just making grimm faster
WHOAHAWOH
250 damage on hard like that
goddamn
those bats
fire pillars stop at the 2nd pillar
although when gng finally comes out
and the uppercut is impossible
ill probably maked the scorched ripoff
uppercut isn't impossible at any speed
as you can prejump and it'll whiff
well obviously at extremely high speeds you probably can't stay in the air short enough to jump again before he attacks again
oh nkg is real slow without speedhacks
ok time to abuse the hell out of debugmod because no way in hell I can test NGG normally

no but I will be adding an endurance mode where you start at 1hp
^^^^^^
and grimm 1 shots you even if you heal
so the starting at 1 hp is just for the FotF thing
kdt gets 1000000k, colorized
also canvas ui current damage 🤔
effort
pretty minimal effort
but u see
I guess you could put it in the geo counter
I don't understand canvas
which is pretty low effort
I did
also it is in the geo counter
more like 56 did
heh
nice
Nothing in redwing certainly
I'm doing all original graphics for that and nothing there needs text
yes
on normal it's 11k
ok you know it's hard if grimm doesn't talk to you when you enter
and it says hard when you get your score
assuming you're on 0.3.5
im ok at this boss fight
It's done @flat forum . Will add it to google drive I guess.
actually no I wont
I still need to test it and I don't really have the time to now
so I'll just put a binary file here
This binary is getting big
(Changes also pushed to gitlab/hub)
Y'all tell me if there's any problems. I haven't really tested it aside from the 12 second video I recorded for meme and I'm going to sleep
anyone got any ideas for my totally original idea not stolen from a dark souls mod Kappa
https://docs.google.com/spreadsheets/d/17MPVC6v7iTZGfYJxrbJOuSvQum1IUgQqL18Ao5Kxi1g/edit?usp=sharing
scorched contract hype
oh of course my bad totally mistaken it for the the blood souls mod
Hornet slower* attack speed?
was gonna do that for traitor lord
gives up agility for strength
you should be able to edit the right side
only the left side should be locked
slightly higher soul requirement
So each boss has different nerfs it applies to the player?
oh so the debuffs apply for the rest of the game
yeah, so you can choose which boss you have to fuck up first and decide if you can stomach the debuff until the end of the game
also harder bosses should give harder debuffs
Basically the same as Scorched Contract mod for Dark Souls totally original idea
although I've been doing thematic first
and yes the debuffs stack and apply for the entire game
oh when you beat one of the dream warriors, cna you periodically summon those phantom swords at you
probably
When you finish this I'm gonna try installing every possible mod that works on GnG and is open source and see what the game's like.
probably REALLY broken
probably won't work well with other mods 
I mean forced to equip grimmchild sounds like a pro in that situation.
i dont see the problem with that 
grimmchild will be lv0 
but cost 6 notches anyway because of my mod
anything with a ? is maybe
oh god
gorb is cthulu
oh for the ultimate horror
beat one of the boss, dont know what specifically
but it will grant you infinite salubra WITHOUT the soul regen
fuck you beat me to it
even off the bench 🤔
great minds thinks alike
I was just gonna say have it play that sound effect at all times
gorb
if you turn off the volume you can't hear the enemy attacks
so you lose either way
*after uploading all your credentials online
I know what ill do for NKG
grimmchild permanently equipped, and it heals enemies on hit
also its attacks actually hit now
(my fireballs are custom they wouldn't be affected)
also I hook after every other mod
rip me
Anyway if I ever do do an all mods installed run, then firewing's nukes cannot come fast enough.
so it can only be used to go through walls
0 length shadow dash
no
you'd dash in place
and be immune
while dashing
oh wait
unless you disable that
well you couldn;t get through gates then
15% chance for your nail range to become 0 for each slash
thus unable to kill markoth
then make it 0 width or very very short with sharp shadow
make it so you can remove 1 debuff once, but only by doing path of pain.
fighting regular grimm forces you to play with a guitar hero controller.
it will refuse input from all other devices
I already play with an arcade stick FeelsBadMan
and I play clone hero with an arcade stick
wtf really?
is that the secret to gitting gud
unless you mean hk
at either game
in which case yes I play with a arcade stick
no
ill do the overchart version
I can't strum fast enough for soulless 4 FeelsBadMan
might as well play russian roulette while youre at it then pulling the trigger whenever you die with this mod
do the abridged one where it's like 60 randomly placed machinations A
I play one handed, and use my thumb to hit the strum key
so if its faster than I can spam my thumb
i can't hit it lol
if I buy an arcade stick for HK will I be as good at killing grimm as you?
no
lul
haha lets do no hit dark souls 3 with an arcade stick
killing hornet 2 should tank the frames and performance
only hard part for that over a normal control is the camera controls are shit
you can't even kill hornet 1
its impossible
a reddit post said so
something something are you kidding me hornet isnt the hardest boss something
but for real the only reason I play CH with an arcade stick is I don't want to mess up my keyboard osu skills 
so it feels mentally different
So how did you become the gaming god you are now
is it just like you found out you were much better than your friends and you just kept at it until you became amazing
or like do you have robotic implants
By buying gamer fuel
He runs on doritos and mountain dew 24/7 thats why hes so good
I don't even play games I'm good at anymore
I pretty much only play games I'm ok at
oh god if you're only "ok" at HK I don't wanna know what you're good at.
wut dis do "ReduceLagInGrimmFight"
I bet you have like the world record in some game and we just don't know it yet
For now it turns off the nightmare heart opening up with is about 30% higher fps on very low end machines. in the future I wanna reduce the animations on the people in the background.
nah games stop being fun once you start trying to get into the 1% of the 1%
oh yeah ive notice my laptop performance fucking dies once the nightmare heart starts glowing
Hey you know what, I was top 10 globally in a semi obscure browser game for about 3 months
that was really fun
that's the best gaming record I've ever achieved
and probably ever will
it had like 100k players
so not the shabbiest thing in the world but it was still silly and I only got there with a guide and a lot of notes.
being the best of the best may not be fun to you but idk being on a leaderboard has its appeal, at least to me.
hmmm so now that the settings can be changed it kinda calls into question how to compare scroes. I good way around that would be to have a "competition" mode that has fixed settings.
already done
... omg you could have SEASONAL competition
where for the month the settings are fixed
then next month they change
I dunno it might just be the quality and style of games
changing any settings at all to make the game easier (even if you also make other parts harder) will show a minus by your score.
changing settings to only make the game harder will show a plus.
Grimmfinite Tournament when
so if you take a screenshot with a non-regulation grimm then it's invalid
Why isnt it called Grimmfinite again
unless it's like a strictly harder grimm I guess
Also I love the idea of a regulation grimm. Like there's some factory measuring each grimm that comes out to make sure it fits within the rules.
no too easy to cheese
I used to be "pretty" good at fps although fps has changed a lot since I cared back in highschool
you can configure it however you want
so there's infinite possibility for someone to make it 120000 times harder and get 1 nail hit in
continious combos increase score, you lose your combo multiplier on hit
thats why you need a timer too :p
like I really don't like battle royale, and esea for csgo is cancer zzz
for the one hit boys
hits are already very punishing with the way stagger works, and they'll be infinitely more punishing when you can only take one of them
man you could even have DPS calculations too lol
no
remove staggers is better imo
nah
I refuse to remove attacks from an enemy. 1 hit mode will have no staggers.
but it will have balloons and spikes
yeah i agree, leave him as he is
he spends half the fight in balloon doing nothing zzz
hit him with spells then
balloons get rarer the later you get
isnt he set depending on how much damage youve dealt
spells when im fotf 🤔
why not right, what else are you doing with the soul
seperate soul and nail only leaderboards /s
can you not use spells?
im not doing anything with the soul
but where am I going to use spells
can you hit him in balloon with spells?
yes
uhh fire pillar
yes
thats not vanilla
in lifeblood
wtf
they changed it
there's like a very small safe spot for shooting fireballs at him in the air
seems pretty risky if im at 1hp
not for someone with as much talent as you
it is risky, but you wanted something to do right? haha
my game already lags bad in nkg balloon FeelsBadMan
you got a crazy high score given the lag
its pretty random
set it at 800x600 res to maximize frames 
idk the thing is I have a 1060 and only a laptop cpu but that gpu's enough that I have no idea when the game lags for you people
is there a way to make it start at max speed
yes
edit the config file
All the options there should be verbose enough that you know what they do
hopefully
just do 8/10 tbh 
8//10 
is there a point where it stops giving a shit about precision on a decimal number
I think you could increase it as high as 0.800000023 ish before it notices a difference
I don't have my float calc with me though
what about if I set it to 3
that'll work
for hard mode that will be a speed of 3.4
which will then be reduced to 3 if 3 is your cap
what if it starts at a number higher than max
what if max is negative
undefined behavior
animation speeds at negative framerates sounds bad to me
idk
if you have dnspy I guess you could find out
whats hard +
it means that your changes to the config file only made grimm harder
and that not one change made him easier
@compact sedge Adding player damage taken would be cool too
im coming for top spot at 3x speed from the start without a meme build tbh

how tf
can we have a counter for when next balloon will pop btw
now do it in darkmod
kinda annoying prejumping into a balloon lol
hopefully with practice I should be able to consistently no hit balloon phases
then I should just be able to go on forever
also no audio because obs was being good 
well apparently anything that makes it harder than default is hard+
but I set it to max speed at start
So there's gonna be hard+ and no hit mode, how many game modes are there gonna be ;w;
oh nice i like this hard+
what is "reducelagingrimmfight"?
should make certain parts of the grimm fight less laggy
just change fight settings to be harder
i guess make the starting speed 3 then?
that works
I'm running StartingDanceSpeedMultiplier at 3.0
aight cool
change it to 99999
I think 38 is accurate to what it would be normally on hard at max difficulty
although 40 is a nicer rounder number 
yo install 0.3.5
lmao how long did that 70k take you @hazy sentinel
an hour
by normal do you mean hard or normal?
are you ok
no because nobody is playing normal anyway
and they're playing hard+
so hard is the new normal
my score is the best
nice
should I stay at 56
yes
nice
Though the Grimm mod is nice for someone who hasn't played for like more than half a year
good mod
better than 56
no
@willow path what
mantis gods don't have grimm
don't like calling it that
ik
I'm rebalancing it
also boomerang cause it's too easy
no more phase 1 cheese
you sit on the side of the arena and spam shade soul
wow nice
nice balancing
but why though
times the number of mantises by 2 each time
infinite mantis lords
mantisNumber = ((2^phaseNumber)^phaseNumber)) * number of deaths
wow self react

see? Not only allowed, but actually got positive feedback
aaaa
bbbb
I had like 25
'only'
=/
2 exams and work practics in game-dev studios)
(but it`s a little studio with boring games like 3-in-row)
jesus effing christ kdt
nobody can do more than 2k damage at max speed and you did... 8 effing k
I say
we make a special scoreboard for anyone that has scored:
30 000 on normal
10 000 on hard
I got to 1k tops
call it
nobody has yet to get 15k on hard and yet kdt totally could if he tried
The Home of The Gods
he just didn't because he didn't wanna start on normal speed
omae wa mou shindeiru, papers
Trinomi hasn't gotten 10k but I'll give them a pass for doing NGG, even if segmented
ok
and also the source is on gitlab
was wondering where I'd find it
it should work 100% tho
ok post your best score
also, G&G better introduce hard bosses
the only thing in it now is if you do 3200 dmg you get a different message. On normal mode it's just like normal NGG, on hard mode you have to do 3200 dmg while on the last phase
aka there's two of them the whole time
NightmareGodGrimm = true
so, the NGG in that mod
it's basically the same as the other NGG?
other than the health stuff
it lasts forever and the balloons are done in the silly way they're done on my mod
so they start slightly faster
Good enough
otherwise identical
is NGG Hard even possible?
¯_(ツ)_/¯

