#archived-modding-development
1 messages · Page 115 of 1
NGG Normal Dialogue:
"Little Vessel, I see you've decided to unleash my power. Let us see how long you will last: I will be waiting in the back"
If I did that it wouldn't be a meme mode
56 go play ngg on hardmode
NGG Hard Dialogue
"Creature of the Void, abandon all hope, for true hell awaits you at the end of the tunnel. You won't even be able to begin the challenge. Hehehe"
@compact sedge smh not in stable yet
now that dinner is done
I shall play NGG
"the Gods require 3200 to be impressed"
also, the title cards
WOW
amazing
loving it
NGG hard
wow
makes me feel like when fight NKG the first time
haven't even reached phase 2
but yeah
the spikees are annoying
yeah, feels impossible to do, but I'm sure there's some tactic or something
@scenic slate u lose
if it makes you feel better: https://gitlab.com/natis1/infinitegrimm/blob/master/infinitegrimm/infinite_NGG.cs#L43
folding
hehehhehahaha
lol
ok, I'll try a different build soon
this one obviously isn't working
will also try the Godkillers
I'll move the punishment further tho
ok, moved the punishment to:
4+ charms for overcharm
6+ for punishment
actually thanks to a bug you can't do 3200 dmg on normal mode right now
@copper nacelle This is only the beginning.... (gives up inside)
It's because NGG has code to set the spike damage to 4 on stage 3 that silently fails
nice bug testing
can someone for me test if phase 3 of NGG actually has spikes that deal 4 damage?
don't wanna downpatch
I would have to downpatch to test if phase 3 of the original NGG actually has spikes that deal 4 damage
what about that doesn't make sense
That's why I'm asking
lul
I have a bug report for debugmod
There's a stray pixel where there should not be
top left
trust nobody not even yourself
well anyway it seems like intended behavior to make the spikes do 4 dmg so regardless of if the original mod did I'm doing it
alright I fixed all the bugs and uh... infinite NGG is officially done. It's as dumb and impossible as it sounds.
how the fuck
do you modify
a spawnobjectfromglobalpool
@compact sedge e
grimmchild spawnobjectfromglobalpool was a thing
you can't
reeeeeeeeeeeeeeeeeeeeeeeeeeeee
you can spawn your own object from the global pool, or do the hacky thing I did in grimmchild upgraes
trust me this took me 6 hours of fucking around to figure out
https://gitlab.com/natis1/grimmchildupgrades/blob/master/grimmchildupgrades/GrimmballFireReal.cs#L42
where deadShootSpawner is a SpawnObjectFromGlobalPool
did you just copy it
then change stuff
and put it back
if i'm reading this right
wot
what I'm doing is making my own SpawnObjectFromGlobalPool
from scratch
that's what that code does
it entirely replaces the old SpawnObjectFromGlobalPool
nope
wtf
the second you try the gameobject becomes active
and then that means that it starts spawning active gameobjects
which means they won't be in their init state
which for grimmballs
means they will despawn
and you'll start getting null refs
nice
so in order to keep it inactive I have to rewrite it
can you just make a new SpawnObjectFromGlobalPool
uhh possibly but good chance no
because how are you gonna assign the gameobject to that new one
without
making it active
same problem as just using the existing one
wwwwwwwwwwwwwwwwwwwwww
tttttttttttttttttttttttttttttttttttttttttttttttttt
ffffffffffffffffffffffffffffffffffffffffffffffffffffffff
look you can try to do it that way but I spent 6 hours and failed. possibly you'll find a way
but
like
it's probably not easier than the alternative
what are you trying to do?
make the projectile faster

do boomerangs despawn after a certain amount of time
ok
then yeah that's a problem
anyway the speed of grimmchild fireballs
are just an FSMFloat
on grimmchild
is it like
maybe it's the same for boomerangs
FsmVariables.GetFsmFloat("Flameball Speed").Value
fuck
but flameballs don't care about x and y
so no reason for both
just check if there's any fsm floats
or something
ok
just gonna log all named vars
also 2 named vars are more gameobjects
:ech:
Alright. Infinite Grimm 0.3.6 is out on the drive and does the following:
* Adds Nightmare God Grimm
* Adds custom title cards to the grimm fight.
sorry graig but I have some finals to do that I'ma do first before I add endurance mode and time attack.
ree finals
only 3 more days left of school
and finals on every day of those 3 days
:ech:
same wtf
you aren't est either
fuck
edt
do you ever put 2 statements in try catches cause you're p sure one of them is gonna work and you have to check which one
and then have them both fail
100% relatable
is the thing FireAtTarget spawns
.gameObject
or
.target
finna try 4 statements
if 56 could mod
then he wouldnt have problems
i am about 3 seconds
from replacing the boomerangs
with grimm's fireballs
i love it when all of my velocity setting is useless because the shot has a fsm in it which sets the velocity of the shot
do you see how desperate i got
those homing projectiles that the soul master and radiance has
look idk the best way to do it I just know the way I did it
also
you could make your own gameobject
why bother tho
with a DamagesHero component
sure you can
re
it's literally just a set float action
should be easy
key words being should be
why the fuck are there 4 set velocities
no there are 5
wtf
good logging messages
:ech:
no
there are 15 values i need to modify
nice it didn't work at all
1 lord btw
fuck there are even more velocity sets
wtf
like 10 more
i want to die
1 lord
and it still didn't work
reee
@compact sedge you know how the knight gameobject was horrible
i dumped the shot mantis lord go
it's 66.4MB
rip
Decided to get a normal mode entry so I can be on the board. Managed to get exactly 16k so I went with it
neat
while I'm here I might as well try and get a better hardmode score since apparently the board only tracks the top 10 now
oh nvm it's just wrong
it had two people in 9th place and the last person in 10th but it should have been two people in 9th and the last person in 11th
alright I don't think I'm beating your score 56 but if I get over 7k I'll be happy
boi I have finals to do ;w;
same but also procrastination™
you see
i'
ve avoided studying for the part of my latin final i'm taking tomorrow
by working on mantis gods
ez
also haha
i think i've found a way
to set the fucking velocity on this thing
but i bet it'll just get overwritten like 10s later
smh not even 6666
nice tho
my new goal is beat trinomi
pain
also fuck mantis lord shots
im only at 44k geo though so maybe once I get to 100k I'll be as good as you

is that how that works?
yes
kdt just has so much geo it overflowed and he got back up to 40k from there
same with verulean
Alright. I'm tempted to make a generic MonoBehavior that can be added to any enemy gameobject to make them infinite, with included speedup and stagger mechanisms. Would this be useful to literally anyone other than me?
basically in code what I'd imagine you'd do is find your game object. Do AddOrGetComponent<InfiniteEnemy> while dynamically linked to it. And then just set on this component a dictionary of animations and max speeds of animations, as well as a dictionary of waits and both starting and final wait times. As well as a couple of other variables (like damage needed for difficulty increase etc).
69(4)20
nice
man that's crazy good
wait
do I not have a message between 6k and 13k
I should really add one
nope nothing between 6k and 15k
no I mean I need something after 10k that's different
something like: holy crap
except not that because grimm would never say that
unholy crap
I should ask folding he's really good at coming up with dialogue
time to pull from my insane list of adjectives I have in the grimm server
see kdt is smart because prejumping actually works on max speed
whereas im just using like
vanilla game nkg dodging
and then i die
same but I'm struggling to get past 6k doing that
the trick is to just never prejump
and just get 13k like that like veru
ez
mystery play infinite grimm
how about something like "Your abilities are out of this world."
also when i have time
which is uhhhhhhhhhhhhh
never™
exactly
craft some time
Alright I added some new lines. I'ma update the drive one (again) to include them
ok drive should have the new lines
welcome to my time
so, sorry for posting this in here, but I'd just like to let you guys know one of the reasons I haven't been working much on my mods lately
You wrote this?
This is... way over my head
hmm, ahh, yes
i know some of these words
^
but hey that's really nice
except none of them
this is the subject about which I gave that lecture last month

That's cool though
thanks!
I couldn't see myself with the patience for a PhD
and, yeah, sorry if I don't put too much effort into my mods in the coming future
Look you have no obligation to make mods, and neither does anyone else here
things are going to get a bit more busy for me
yeah, I know
but I like being part of this community
Well goddamn it you've already helped me more than you may know when it comes to modding. And for that I'm really thankful.
always glad to be of help, tho I'm not sure how much helpful I can be
since I have some free time today, I'll see if I can clean up/optimize blackmoth a little bit
i just used the modding installer thing
i downloaded the debug mod and api with it
is it ready?
Gradow's mod installer? Yeah it works great
ok
im starting up HK
YES it worked
i had trouble manually installing stuff because im bad at following instructions
alright how do i use the debug mod
do both appear in the top left
I really want a version checker in my mod but nobody's got a working one I can steal code from
how do i reset the things, i accidentaly clicked a bunch of them and cant revert it
quit the mod, go to saves folder, delete the debug mod config file
unless you edited your save file (Like changed the damage done by nail or something)
strange
i dont see a saves folder
i also searched up %APPDATA%..\LocalLow\Team Cherry\Hollow Knight\ but nothing shows
my 1st file is ~26 hrs
what is bak
it's just copies of your user1.dat file
in case your save gets corrupted or something
alright thanks
Alright I'm gonna start to work on a InfiniteEnemy (name still pending) component spec for making infinite, longer, or even just harder enemies easily. I probably won't actually make it until after redwing but I want it to be well documented enough that people can easilly use it.
And if it's any good maybe I can get it into ModCommon idk.
So if there's any ways y'all want to easilly modify enemies to make them harder/easier/whatever feel free to throw out suggestions and I'll add them to the spec.
can you make an infinite crawlid with this
If I do it right it should just be a component you can attach to any enemy
and then you can just tweak a few variables and use it however
every enemy 
make a mod that randomly selects some enemies to be unkillable
but doesn't tell you which ones
infinite colo zote 
Hard mode?
my goal now is to get over 3k on Hard+ 3x speed
NGG?
Can someone please look at this and tell me what to improve or change
I'm working on a spec for a component I'm planning on eventually making
What's this?
also in pdf format
I'm trying to make a generic thing you can attach to any enemy to make them infinite
or to just change their speed
or anything else
So uh someone who looks at specs please look at this and tell me what I'm doing wrong if anything or what I should improve. It's still WIP. Don't have any functions
just the publically accessable data
Will it work on boss enemies?
It should work on all enemies. It even has a special thing for staggers
It's built for bosses though
the thing is making each boss infinite the way I did grimm would take forever so I'm writing a component to automate a bit of it and to make it so anyone with even a little coding skill can make their own infinite bosses
I hope this ends up being useful for more than just me
like y'all are gonna want an infinite godseeker or something and this might help you make one quickly
I want GodSeeker to be as hard as NGG
Even if just phase 1 NGG
It's already pretty hard
pls no
Pls yes
how much damage did you do in NGG
Very little
But it feels rewarding
Also, NKG is now, compared to Hard Mode and the other stuff, very slow
Alright here's v2 of the spec
It includes 2 public methods. I'm not quite sure what other public methods this class would need though.
so, to stand any chance against NGG I need to parry his uppercut attack
I don't like the downward slash into upward slash thing
it's annoying and those fireballs get me every time
I get away with it pretty easily
because, if you're in the air during that attack those endless NAFKPJBNWEPOFJABNWPOJFBAW spikes will hit you
spikes are RNG and I hate that
reached first bats
It's a meme mode and if you wanna change my opinion then play it and post some scores and I'll make a scoreboard for it
hp bar on infinite 
tell me if you ever get to first balloon
800
wait why aren't you on the latest patch
I added a damage counter
to your geo
it's in the drive
also the patch you're on is impossible to get past 1600
Also the update fixes the text
GDrive, right?
yeah
so.... you took NGG and made him even harder?
no
if I'm understanding this?
the double grimm phase?
yes
yeah
and if you do enough damage to kill normal NGG you are told
but.... nobody has even beat vanilla NGG
so you can know if you succeeded
yeah
Well nobody's beating this NGG because it's infinite
but it's basically a Lifeblood NGG
no need for grimmchild though
just like with normal infinite grimm
you can cast spells in balloon but it doesn't work on the last balloon
so you can't use the last balloon to cheese your way past the double grimm phase
how much stupid is the balloon
balloon is normal surprisingly
spikes are double width
when?
send screenshot of normal spikees
uhh
google I guess
actually spikes might be normal
I'm not sure
nvm
but basically how it works is for the first 3 stages one grimm only uses spikes, the other only does other stuff
and last phase both grimms can do all attacks
also only the first grimm's speeds are changed
make them half width (even if just for phase 1) because rn they're stupid >=T
and because KDT is a meme they're not always higher
and I hate them
MMMMOK
The real meme mode is NGG on hardmode
try doing 3200 damage in the last phase
only
NGG hard...
when only one person ever has done 800 dmg in that phase
let alone 3200
but uh
if it's too hard
try it with redwing maybe
56, will Mantis Gods be NGG levels of stupid when finished?
you can take one damage
every 10 seconds
in debug
it will be every 30 seconds but reduced by hitting enemies with nail
when it's complete
it's part of flame shield
which I need a graphic and game object for
mhm
if you get hit by a 2 dmg attack with flame shield you should still take 1 dmg
ok lol
guess I'ma have to try too now
huh well on the plus side I can do the sexy upslash dodges now
on the minus side my score is still shit
how much?
I got 230 last time
but didn't screenshot because I wanna get over 400
yesterday I had more like 300 but that was with jonis
meme
what's ur build like
(it's my secret recipe, but I'll tell you this - I have Steady Body and Stalwart Shell)
lol
you want mop, longnail, dashmaster
ok
dashmaster?
dashmaster lets you downdash for iframes
without worrying about dashing into spikes
and also makes you land faster
so you can prejump consistently
its not really necessary for normal
meme grubsong
I only need it for balloon phases
Steady Body
oh right
as trying to iframe fireballs and dodge spikes is cancer
so you don't need to worry when attacking
tfw u need to cheese your own boss
I cheese hard+ inf grimm too 🤔
ik
NGG Hard+
beat ngg first
because + just means you increased the difficulty
and that can be by the tiniest amount
I'm gonna add custom catagories to 0.4 which will appear in the text if you have your settings set perfectly
how do I enable shit mode
config file duh\
ok
get the latest version from the drive
give config file
speaking of cheese I might have to setup some macros on my controller for down dash to do this
because pushing 2 buttons is too slow
probably should be holding down 90% of the time anyway
good idea
not gonna lie this score was mostly luck
waiting for KDT to post a 4000 dmg score
its too slow
what's too slow?!
yeah
new high score - 684
last attempt
because I gotta get to that psychology/philosophy thing for school
ok, got shit RNG
370
ok, later everyone

gotem
why is your png so compressed
should I post that as your score?
no
I staggered him on the hit that would cause him to balloon
and died
next fight started in balloon
no
ok
but it rounded my score to 800
ok that part's intentional
between phases any extra damage you get gets reset so you have to do ALL 800 dmg at the new speed
and on the 4th stage any damage done during the balloon form gets reset at the end so you have to do ALL 800 dmg while both grimms are on screen
ok y'all convinced me. no more meme dialogue in the NGG fight. I still think it's a meme but apparently not a big enough one to warrant it
I'm totally putting the Beat... slaves. line in just for NGG though
since nobody can dream nail him anyway
and that's how NGG makes me feel

ok I think I fixed that bug kdt
alright pushed fix to drive, just needed to tell the coroutine for starting the balloon to terminate when you die
Golly gee I must ask in what ways did you make the hard fight harder?
just start at max speed
10k starting at max speed
ok
you did a really good job with the speed, all the attacks just feel barely dodgeable but still fair
its very fun
don't tell them I picked random numbers out of a hat
actually there was a bit of math behind it
Mostly comparing the new speeds to human reaction times
question though
do you think it's possible to get heals off at that speed outside of stagger?
with say, shape of unn and quick focus
sprintmaster increases shape of unn speed?
probably
I thought it was just quickfocus that did but idk
ima test it though now that I added the tools to do so
id like to know as well
the problem is IDK that I can test it because I simply lack the speeds y'all do so it's possible I can't sneak in any heals but someone with slightly faster speeds could
I guess I could set the timescale to like 0.2 or something
slightly unrelated, can you change the speeds of the attacks individually from eachother?
not in the config
and not the way the mod is currently coded either, I think the coding is kinda messy
which is why I'm trying to make my own InfiniteEnemy component which will 1) be a lot more configurable. and 2) work on any enemy
because the whole codebase deserves a mild rewrite
Not from me probably. But I wanna make it a million times easier to make or configure your own infinite boss mod.
so if anyone wants to they can
I have a document written up detailing how it works from the modder's perspective. It's only 3 pages long and reading it gives you all you need to know to write your own infinite enemy using my code. The problem is I haven't written any code for it yet.
and I won't until I at least finish the first version of my... I guess magnum opus mod
since there's no way I'm ever doing anything as big as redwing again
redwing?
it's a mod that adds a bunch of attacks to the knight to make them more powerful.
yes, consequently it makes the game a lot easier but I wanted to do an "easy mode" the proper way.
fire and light based attacks
so it's still a work in progress?
but all the gameobjects and sprites and sound effects are generated in code and it's turned from what I thought was a simple easy mod to around 1800 lines of code at this point
oh god yes I probably have another week of coding to finish it and since I have finals today and tomorrow it's not happening until those are over with
The first version is just gonna be all the basic attacks and stuff (I'm 3/6 done with this, but more like 70% since I did the hardest attacks first). But you may want to hold off for the second version because I'm changing a lot of lore and also adding nukes to HK.
yea i think ill try it when you have the whole thing finished
I have high ambitions for it though. Since I know I'm never making anything as big again
i pause buffer so I can tell what to press as I come out
as I'm on the ground instead of the air
its very tight
send video of how you go about actually healing so I know what animations play
to know what to change
or I guess you could tell me since you know the NKG fight well enough to know exactly what fsm state he's in at all times
any teleout -> spikes
I do teleout after uppercut
because its much safer to not jump as he rarely double does uppercut
infact I dont think vanilla can double attack
teleout is already running at 3x. and the problem is not the spikes themselves but how long they linger, right?
yes
if they lingered slight less you wouldn't be able to heal at all
generally I finish healing after telein of next attack
oh that's not a simple fix since it would need a bit of testing to ensure NKG isn't broken but it shouldn't be a hard fix to implement
well you could still heal if he does firebats
or dive
but pillars and uppercut you'd get hit 100%
see that was very smart of TC
either cancel or completion
so my patch should make healing there unreliable
i dunno if thats even a good thing
its so hard to do anyway
and its a pretty big risk to not prejump
if you prejump and spikes come out
you can't heal
you have to commit
Look let me put it this way: If I can make it so a perfect robot would always get hit losing 2 health and canceling the heal more than 33.33% of the time (or getting hit and not canceling it more than 50% of the time) they try to heal outside stagger then my code works as intended
healing doesn't have to be impossible outside stagger, just done in such a way that you can never gain health on average doing it
spike linger time shouldn't affect difficulty for most people
maybe it would make it slightly easier imo
and it certainly would make it faster
a robot might be able to parry uppercut -> heal lol
but that's probably not human viable
but at the same time a robot would never need to heal 🤔
randomization hard seed 20180612 is wonderful
It costed me more than 3 hour to finish
1221
Do y'all do daily randomizer races using the seed of the day?
because if not then y'all should
sounds fun
Rules:
Start whenever
Enter ISO date as seed
You have one attempt
Must be done before midnight UTC time
I have #speedrunning muted so I have no idea if this already happens
yeah daily sounds overkill
Everyone having the same layout + nobody knows the layout beforehand. makes it seem fun though
fuck i just noticed i was literally 1 nail hit from beatin kdt on the grimm mod
how about that
yeah we usually have a couple races on the weekends. Last couple weekends we did rando bingo.
like you have to collect items to fill out a row or column or diagonal?
depends on the type of bingo
we did 2 rows
ok
lockout doesn't really make sense with 3 people
blackout would be too long
so we decided on 2 rows
I need to watch y'all stream some time. No way in hell do I have the time or patience to speedrun but y'all seem like you have a lot of fun doing it.
I watched the runs at SGDQ and AGDQ
I've also watched all the vods of people playing my mod so I could listen for feedback about it to get ideas of how to improve it.
But uh I need to get around to watching some of the more standard speedrun streams.
yeah..... would probably help to be more familiar with the game's landscape that you're modding
heh
nah
I make mods for myself
When I make a mod it's because I think. Man I really want this in the game
and if I'm not the only one then other people end up playing it too
consider my second ever mod
grimmchild upgrades
so inspiration from a full gameplay understanding is.... bad.....???
it has one user
me
and that's ok
because I wanted grimmchild upgrades so I made it
it's not bad it's just I don't believe needed for me to mod the game
or really something that could drive the direction of my mods
i think that's a closed minded approach. but okay.
you never know where inspiration will come from
I have no motivation to make a mod I'd never use
that's not my point
please explain then because I'm not quite getting it
my point is, but seeing a full understanding of everything that the game has to offer and what gameplay limits it has (see randomizer skips and other pathing things/restrictions), Maybe that will trigger something in your head that says "hey I really wish this was a thing in the game, lemme add it." And maybe you never would have thought about it until watching a runner do stuff or say something or whatever.
Runners know the mechanics of the gameplay better than anyone, so I think it's a good idea to watch runs/other mods being played to learn from us a little.
which like you said, you wanted to do
so maybe i'm just talking in circles
That's a fair and valid approach but not the one I take.
I have plenty of inspiration just from thinking of things I think would be cool in HK.
But what speedrunners think would be cool and what I think would be cool are vastly different probably because I play the game very casually
I wasn't even gonna do infinite grimm hardmode until people in this channel started getting insane crazy good scores on normal and I realized that y'all are much more skilled than I thought
and then I started getting crazy good scores on normal from all the practice I had gotten fighting NKG
and then I was like, well darn I guess I should make this an actual challenge
but long story short HK would never be getting nukes if I just listened to what speedrunners wanted.
because nobody asked for them... except me.
i mean, you just mentioned something that runners influenced tho, tbf. lol.
fair point
So my point is, maybe there's more things like that where you want something, but watching runners more would help you better understand the scope.
that's all i mean
not saying at all that you shouldn't draw inspiration from whatever you want
more knowledge/scope isn't a bad thing. shrugs
I'll make a mod so that mick can't use his nifty controller
meh. he does a lot anyways
I guess to clarify I do get help from runners but only after my prototype version is made.
and only when they play it and give me feedback specifically about what I have
I really wish I could help with TAS tools for this game
was it Kerr that was making a mod that recorded the knight's movement on screen?
yeah, that one
but.... he's kinda been AWOL. shrugs
I don't think it was high on his priority list tbh
we only really spitballed ideas back and forth
So the moral is when you play my mods you get a lot of shit nobody asked for. But I'll try to at least make it optional only.
like speaking of shit nobody asked for. infinite nightmare god grimms
that's in the newest version
This tracking mod is a pretty good example though of using us as a resource to improve the mod before it's made.
do all the work up front instead of adding backend fixes
like.... Kerr had this idea for the mod, (granted it's not made yet) but then asked us about what we thought and how it could potentially be better.
and we had like 20 ideas off the bat that he didn't think of
yeah but 1) it's a lot easier to come up with ideas that make sense and work once you have a working prototype
2) it's not a lot of work to implement those ideas.
that's my opinion
it's not really a backend fix for example, for me to add endurance mode, a feature requested by graig, to infinite grimm. It would take just as much work to do now as if I did it when I first started.
for that example, sure. but for all cases? what if a really cool idea or tweak or whatever means a complete mod rewrite? (probably not likely, but possible)
I'm just a huge proponent of bouncing ideas off other people before beginning working on stuff
people have interesting perspectives and ideas that others don't.
That's fine but I write my mods in such a way to make that almost impossible. Any feature that would require a complete rewrite would also change it from my original vision so much that I would no longer want to play it and as a result, would no longer want to make it.
on the other hand a bug could mandate a whole rewrite
but you can't suggest a mod to not have bugs
but you do make a fair point. I am for example, rewriting ~40% of infinite grimm in the future which might as well be a full rewrite. But yet again, it's not for anything anyone suggested but another feature nobody asked for. However it's possible someone could have suggested it given enough time.
However in this case this rewrite would not have been needed if I had made the code less crap to begin with. And the code is only crap because it was my first c# project.
There may come a day when you're right. and I'm gonna eat every goddamn one of my words
but until then I'm gonna keep doing what I'm doing I guess
(because I'm stubborn)
Have to learn your own lessons I guess instead of learning from others' mistakes
are you refering to anyone in particular?
myself
You made a mod?
I work in engineering. So in a sense... sure
heh
well I don't see myself ever taking a job coding for other people and this is why.
I hope I can get a position somewhere where coding knowledge is somewhat useful but not expected from me.
again... not the point. The point is that I've been bitten in the ass before by not asking other departments/people/technicians/whatever, for information ahead of time because I thought I knew what was right and what they wanted, etc. It takes very little effort to just ask a question ahead of time to get more info than to build something/implement something and then pay for any mistakes later, when fixing them takes more time/effort than it would have on the front end.
And in some cases of mine, also less money
no this is 100% the point. By only writing code for myself I am all the departments and I can just ask myself what to do. And then if other people play my stuff it will be because their interests are similar to mine, and as such their suggestions will be similar enough to what I have that I can usually implement them without rewriting very much if anything. And if that means my mods have smaller appeal then so be it.
With that said though I'm no stranger to getting feedback before my thing's already out. That's what I've been doing with my newest mod. I have a small server for it with some awesome people inside. But since I'm a casual player that's that mod's target audiance and thus those are the kinds of people I'm getting advice from
nothing against them, all of them are quite skilled players, but they don't know every in and out of the game's internal logic the way a speedrunner going for NMG world records would.
but the reason why I'm getting feedback for that mod in particular is because there a lot of decisions made early could lead to "large" rewrites. Whereas for all my other projects I knew from the start that I could change my mind on a lot of things and it wouldn't mean a lot of time lost
not touching it with a 10 ft pole
unless they have official support
otherwise 4 people with homebrew switches will be able to play it
4 <<<<<<< 6 billion or however many people own it on PC
GnG will provide Steam Workshop integration lul
ur the hero the people need kdt, but not the one they deserve
I have a fun idea for that third gamemode. Gonna have to play it to see how it performs first though
@leaden hedge how glad are you that you didn't update boss rush
nice
unless they are adding a refight to the most boring boss in the game
Do we have any details on how boss rush is gonna work?
well it wasn't officially announced
but theres moss charger in a new arena
that looks kinda like a divine themed colloseum
ok guess I'm just gonna have to play it before I can decide if my mod idea will be viable
here's a hint. it will be yet another thing nobody asked for
Honestly bats are most bullshit attack
^^^^
All Others I can pretty much reliably dodge and even deal some damage on
except bats
bats I always get hit
they aren't even different mostly it's just they're very hard to dodge from far away and getting close with the spikes sucks
yeah
and the double part at the end
Also, now that GnG is so close
I'd better stop playing NGG so the bosses can be even remotely interesting
also, pls add my new high score
KDT, nothing of what you say can be trusted due to the Cosmic skill difference between you and humans
you can fireball both the tri shot and the double hit
ok folding but ur top score is 800 not 802. the score display is incorrect.
I refuse to let anyone have more than 800 before the balloon starts
you said it gets rounded down during the balloon
I died during the balloon
but with 802 damage dealt before it
yeah because otherwise if 3 people die during the balloon their scores would be based on how close to 800 they were before getting there
Saltee
Ok
understandable
still a very good result imo
but not playing it until GnG
because I might get too good and not enjoy the content
turn on lag reduction veru
i did
Veru
when I don't have exams
I only have Geography left
this is probably the worst 2 hours of my life right now
Geography is pain
because 2hours from now I can pass out
and suffering
and I hate it
multivariable calculus exam tomorrow

