#archived-modding-development
1 messages Β· Page 373 of 1
ok fix it so I can use the better code
any pr
seanpr yes
i present a new way to say kill yourself
shade skip irl
π
this
a pen
can be used to write a story
and life is called a story
and theres a lock next to it symbolizing that you can no longer use this pen
@onyx osprey the change fucks over kb + controller
because the story (your life) is dead
it requires too much thinking
you
unfortunate
is that why you were using π
no

._.
fun i know
alright i'll look into once i get out of this stupid warframe mission
any
I'm trying to figure it out rn as well
Also don't swap spacing
I think you did on the last pr and it asked me to entirely replace both files
I had to do it manually
saleh π©
cant believe saleh's name is mohammad ghaemi
"swap spacing"?
i use tabs. visual studio is an ass sometimes
I hate that name
which name
mohammad
not hate, more like dislike
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
no
_ _
no
I think I'll move inputs to a different class
Ideally, right before the game starts, an interface prompt pops up with "player 1 press any button" followed by "player 2 press any button" so that both input devices could be properly stored so that the game knows which controller does what.
But that would require quite a bit of effort
Probably wouldn't be too hard to do in canvas
Make it rebindable tho

still effort
Do it for kitten
ee
are we allowing pvp or will there be an option at the start of the game for that
ok I'll add that
I just want to get basic movement and attacking done first
And having input work ofc
I had to connect my 2nd controller
I'm gonna add dash next
Cdash after
Then spells
which should be in order of difficulty as well
@solemn rivet Can I use some of the blackmoth cdash code
Have you got map and inventory working already? Iβm guessing they share inventory
Uhhh what code
The code version of cdash
Did I actually push any of it?
reimplementing cdash in fsm 

Sure, go right ahead then
Ech
Xcept that didn't work
But hey you'll fix it for me
Ty that's so kind of you
Indeed
Pog
Should I add a dark filter over the Graig knight face for the shade? Or just leave it?
What's funnier?

Team cherry skin
I'd rather do Benji and Simo
There is that perfect Benji one yeah lol
@ornate rivet @onyx osprey if either of you want to try input I think I have it fixed
1st controller you touch becomes 2nd player input I think
Can the knights hurt each other?
56 is enemy hp scaling in effect
Saleh gonna do that
Gl converting knight damage into masks
Also parrying and spells
Ech
This is why I don't do pvp
Iβm confused as to if theyβre going to share a soul vessel or theyβre having separate vessels
ahhhhh
Wtf
No
You can start holding jump while doing something else
So like when you're dashing onto a wall you start holding jump a little before you can actually jump and it'll work
Oh right also I see an "in acid" bit
I think that might be the fix from the very first patch?? Anyone remember when you couldnt jump out of acid or water very fast??
Yeah I remember that
It was terrible
inAcid is just being in the water though
It's used for movement everywhere
Yeah it was weird because it wasn't in the version before, the one I fully tested. 1.0.0.6 was a quick hot fix before release
oh make zote unable to pogo, he just bounces off shit
inAcid seems to be added weirdly though
Basically everything else is in hero cstate
This one is just a random bool
It's super weird
Jump also happens in 10 fixed updates btw
if the players choose to not allow pvp then life is shared otherwise I will have to make more UIs. For now hp and soul will just be counters (tbh they might be counters forever if we want to allow more than 2 players)
I'll test the thing 56
haha yes
Any thoughts on partial classes for movement abilities/different movement?
This is true
It's the animation
Physics are fine
any partial class opinion
I'm going to assume that means it's a great idea and I should push
is partial class the thing where you have a class in a class
ok
I need to move the jump variables still but the methods are there
oh so partial classes of the same name combine when the code is compiled?
Yeah
very neat
What the actual fuck tc
oh god
Every code ability has a DoJump or whatever
and that sets a bunch of vars
and then they do it in fixed update
I feel like this could very easily just be coroutines
It really confuses me
Maybe this is why inputs drop all the fucking time
No this wouldn't change it
why don't you remake it 56
Β―_(γ)_/Β―
Uhh, very carefully?
has the stuttering ceased?
If the 2nd knight is the only one moving yea
If both are moving at the same time no
ech
ok
Imagine how tight their game controls could have actually been
what
And they're still shit
You shouldn't have to run at 300 fps to have reliability in what you're doing
@ornate rivet Did you get the animation for Hornet's jump working?
now uhh what are you using for spells
radiance needle throw of course 
fire ball will be needle throw
shriek will be the sphere attack
I am thinking of making dream nail parry
idk what descending dark will be
I didn't change anything though 

Just changed "Airborne" to "Jump" and the other thing that uses PlayFrom to "Land"
I think hornet's might be easier because of that
Yes I used it, and I have one question
Did you have to make FixedUpdateWait because you didn't want to make a Mono?
because doesn't Unity have that already?
Adding a new component every time I want to jump would be dumb
yea ok
yield return null is a frame
so I needed something which would wait Time.fixedDeltaTime
WaitForSeconds(Time.fixedDeltaTime) would also work
Is it okay if I made another class with mono to find hornet?
what
Are you storing stuff in the class
okay then idc
cool
don't do GameObject.Find in Update though that's terrible
why would I?
one more question, why do you manually set the new knight's boxcollider
I took it from the dump
why can't you just do the same thing you did with the mesh stuff
Probably could
ok just making sure
Mesh stuff is required because if you instantiate a new mesh copy unity says fuck you and it isn't a real copy
very polite
That's also why I use sharedMesh
the other one even when manually copied also says fuck you
why do you need the second line
lol
Yeah
this works too?
Bounds bounds = bcol.bounds;
bounds.min = orig.GetComponent<BoxCollider2D>().bounds.min; //new Vector3(33.8f, 35.0f);
bounds.max = orig.GetComponent<BoxCollider2D>().bounds.max;//new Vector3(34.3f, 36.3f);
yeah but don't do that
store the bounds in a var
you're doing two GetComponent calls
inefficiency 
sigh ok
Anything but maximum efficiency
maybe the people at unity should write more efficient code so I don't have to
So I made the instantiate method more flexible:
private IEnumerator Instantiate(GameObject orig)
{
_p2 = new GameObject
(
"Okay",
typeof(tk2dSprite),
typeof(tk2dSpriteAnimator),
typeof(MeshRenderer),
typeof(MeshFilter),
typeof(Rigidbody2D),
typeof(BoxCollider2D)
)
{
layer = 9,
tag = "Player"
};
Vector3 pos = _knight.transform.position;
pos.x -= 4;
_p2.transform.position = pos;
var bcol = _p2.GetComponent<BoxCollider2D>();
var origBcol = orig.GetComponent<BoxCollider2D>();
bcol.size = origBcol.size;
bcol.offset = origBcol.offset;
Bounds bounds = bcol.bounds;
Bounds origBounds = origBcol.bounds;
bounds.min = origBounds.min;
bounds.max = origBounds.max;
var mfilter = _p2.GetComponent<MeshFilter>();
Mesh mesh = mfilter.mesh;
Mesh origMesh = orig.GetComponent<MeshFilter>().sharedMesh;
mesh.vertices = origMesh.vertices;
mesh.normals = origMesh.normals;
mesh.uv = origMesh.uv;
mesh.triangles = origMesh.triangles;
mesh.tangents = origMesh.tangents;
var mrend = _p2.GetComponent<MeshRenderer>();
mrend.material = new Material(orig.GetComponent<MeshRenderer>().material);
var anim = _p2.GetComponent<tk2dSpriteAnimator>();
anim.Library = orig.GetComponent<tk2dSpriteAnimator>().Library;
anim.Play("Idle");
_p2.AddComponent<MultiplayerController>();
_p2.AddComponent<AnimatonController>();
yield break;
}
make a branch named Updated?
oh ok
any [
brackets don't work, neither do bumpers
this is correct
any 56
no he's dead
K
Potassium
Na
Natrium
For the animation part, is there a way for me to set the animation between the knight and hornet without using if statements that check if p2 is hornet or the knight
Dictionary
good idea
Switch case
thanks 56
yes plz and also can u mod in hornet as playabkr character I am hyped for solksong but it isn't otu yet nad it would be kewwl if u made it into a mkd for hollow nite
did cdash work
yes to saleh
i was fixing jump
still fixing jump
almost fixed it
it now doesn't have a seizure
there's also a land animation
and then i have to swap to idle
and i removed animation controller so i can just play anims when wanted
Might swap it back idk
I might steal that code when I get back to blackmother
because the straw that broke the proverbial camel's back was the animation controller
Can that 2 player mod be made online? It would be so good
this is the temporary solution for making the mod online
someone said they might try to make it actually online one day, but not any time soon
imagine having good internet
I was reading that then it told me to forget everything I knew about screen sharing and now I don't understand it at all

Parsec works pretty nicely
even on shitty internet as long as you have decent ping
I've played Mario Party with it
parsec is pretty great
hollow knight battle royale when
the input lag is obviously very noticeable but you can deal with it
oh nice
Is it peer to peer or you both connect to a server?
56 update github when you got the animation for the knight to work so I can fix the knight's dictionary
the problem is consistent ping
I can push what I have if you want
I have to go for a few hours in a bit
or I can just push it when it's done
ok then push what works when you're done
ok cool
rn you jump up and fall properly but land doesn't play
so you just fall on the floor
can't jump after that too
hornet eye grow wide
how yall gonna handle hornet's slash or is this gonna be a full moveset rework
well, she has a slash
does she???!?!
in silksong
so far ive only seen that in silksong, but i dont remember her having regular sla- yeah
i know that but im talking about the multiplayer mod
graig ask tc to give me the new sprites
hey hi
level editor out when
not yet
I will probably use the parry's slash like I did with DoH
makes sense
until tc gives me the stuff of course
is this what you meant 56?
public enum PlayerTypes
{
Knight,
Hornet
};
private readonly Dictionary<PlayerTypes, string[]> _animDict = new Dictionary<PlayerTypes, string[]>
{
[PlayerTypes.Knight] = new string[] { "Airborne", },
[PlayerTypes.Hornet] = new string[] { "Jump", "Land", "Run", "Idle" }
};
Something like that yeah
Make another enum which corresponds to the index of the action
is this tk2danim
yes

nice, time to steal borrow source once its done
it's not stealing if it's open source 
open source is a myth and so are licenses
would tc get mad if we ported hornet's move set to hk when silksong comes out?
probably not
IF silksong even releases within the year
I indeed doubt it will release this year
waiting for another year just for hk :why:
@ornate rivet i pushed mostly working jump
small hop is weird and i have to look into how to do that better w/ a coroutine
thanks
also, this is disgusting Play(_animDict[_pT][(int)AnimTypes.Jump]);
no
local man casts to int instead of doing = 0
public enum PlayerTypes
{
Knight,
Hornet
};
private enum AnimTypes
{
Jump,
Land,
Run,
Idle
};
private readonly Dictionary<PlayerTypes, string[]> _animDict = new Dictionary<PlayerTypes, string[]>
{
[PlayerTypes.Knight] = new string[] { "Airborne", },
[PlayerTypes.Hornet] = new string[] { "Jump", "Land", "Run", "Idle" }
};
I thought it equals 0 by default
ok
a bit misleading
yea
Yeah both would still be enums
Also I'd make an instance member play
something like
void Play(AnimType a) => _anim.Play(_anims[_pt][a]);
Then it'd just be Play(AnimType.Jump)
okie dokie
Also enum names should be singular
yw
For some reason I feel like I haven't been contributing enough to this multiplayer mod and I should be doing more. 
When technically I don't have to, but...
Eh, I'll just do what I can and try not to feel guilty about it. 
im interested in playing the Bonfire Mod can someone link the mod download for me, i've looked through the pinned messages and can't find it. Ty
@Scooterboot#1379 thereβs a multiplayer mod in progress?
how do i use the multiplayer mode ? i downloaded the ''multiplayer'' file and put it to the mods folder
nothing seems to happen , how do i use it ?
its not done yet afaik, and its also being dev'd by 56 and saleh
i guess you can??? better ask them honestly, but all them are probably offline at this point
i see thanks for help my second idol !
i guess you forgot that;
i posted that earlier , pls dont tell me you forgot it
i definitely did, i guess

Well, I'm challenging Pale Prince and I gotta say
Hey @copper nacelle you did a wonderful job on this! Like, seriously. Compared to Mantis Gods and Lost Lord, the quality and presentation on this one is definitely a cut above.
Hey @copper nacelle you did a wonderful job on this! Like, seriously. Compared to Mantis Gods and Lost Lord, the quality and presentation on this one is definitely a cut above.
The way you also made it its own self contained thing and not just a replacement is also much appreciated. Integrates it into the game a little better than any other modded boss has so far.
beside infinite Grimm I guess
sorry to interrupt, im probably gonna sound like a dumbass, but is gradow's mod manager v8.5.2 up-to-date with the current version of hk? if so, what have I done wrong
it's missing the file entirely after checking the directory
the modlog.txt aswell
uh, nevermind. I closed & opened the game a couple times and on the 3rd or 4th time, the file appeared. Still getting the error though? gonna test out randomiser mod to see if it still works
yep, it's working
sorry for that
sorry to interrupt, im probably gonna sound like a dumbass, but is gradow's mod manager v8.5.2 up-to-date with the current version of hk? if so, what have I done wrong
it's missing the file entirely after checking the directory
the modlog.txt aswell
uh, nevermind. I closed & opened the game a couple times and on the 3rd or 4th time, the file appeared. Still getting the error though? gonna test out randomiser mod to see if it still works
yep, it's working
sorry for that
sorry to interrupt, im probably gonna sound like a dumbass, but is gradow's mod manager v8.5.2 up-to-date with the current version of hk? if so, what have I done wrong
it's missing the file entirely after checking the directory
the modlog.txt aswell
uh, nevermind. I closed & opened the game a couple times and on the 3rd or 4th time, the file appeared. Still getting the error though? gonna test out randomiser mod to see if it still works
yep, it's working
sorry for that
any content
you
Wtf no I'm in bed
Maybe later
π€
π
Ok this was actually pathetic
@copper nacelle
Is using getcomponent in every iteration of Update() bad?
I'm using it to get and display the health of player 2
Can I get the installer for mac?
yes
Yes, mods can be installed on a mac.
You can use the installer
To run the installer:
- Open the Terminal
- Type
cd $(dirname - Drag the exe onto the terminal.
- Type
)then hit Return/Enter - Type
mono --arch=32(Note the space at the end) - Drag the exe onto the terminal and then hit Return/Enter
If this fails with bash: mono: command not found then
- install mono here
- Open a new terminal window
- Type/paste in
export PATH=/usr/local/bin:${PATH}and hit Return/Enter - Repeat steps 2-6 above.
@neat dome
why is pp teleporting after throwing daggers in the same place and throws daggers again
like da fuk
because I'm dungo Gradow 
shouldnt ui stuff be in OnGUI?

thanks
Hey is there a mod that replaces Hornets art with The characters sprite
?
people usually ask for a mod that replaces the knight with hornet (aka early silksong), but I've never seen anyone ask it the other way around
guys is the grimm skin mod the only reskin available for the vessel?
The war against Empress Muzznik is over
@kindred sedge what do you mean by vessal? you mean the knight?
@amber plank our character is the vessel
the hollowknight is the guy in the egg
right?
they're both vessels
is HeroBox used to detect collision?
because that's a separate boxcollider2d in the go dump
the player characters title is "the knight"
but vessal works
the hollow knight is the big guy
okay, well are there any other reskins for "the knight" ?
well id share the link to the folder but i dont think im aloud to its in pinned messages, in the folders where you download them you can look at the sprite sheets to see how it looks
theres about 17 in total reskins atm
16 in the folder and 1 found in the installer itself "invert knight"
i dont know cause not everyone is trust worthy?
so i assumed you need permission to link crap
if its pinned i assume its okay to relink it
fair enough
but yea the link he gave as most the reskins
theres also this one
which has 2 reskins
i think their better varients of 2 in the big folder
and then in the installer theres "invert knight" which is a reskin itself
They're exactly the same
are they?
The big folder has all publicly released Sprite packs
then why have both pinned?
I dunno, I didn't pin them
alrighty then
but yea so i count 16 reskins in the folder and 17 if you count invert knight from the installer itself
correct me if im wrong
Those are just the public ones. Some people have made their own too
Plus one is a Gimp file so you can change the cloak color to whatever you want
well how to i view them without downloading all of them
Click on them
i think im just daft or something, clicking does nothing
In the drive? Double click to show contents, then double click the folder, and keep going til you get to the pngs
Double click to preview
How can i make a mod that changes an enemies appearance
look at how custom knight does it
hey guys, is there any mod that modifies the appearance of the knight?
Custom knight
you can either make your own skin or use an existing one
@copper nacelle
I've been trying to detect collision on player but nothing is working.
In the instantiate method, I made a new gameobject
_p2Box = new GameObject
(
"p2Box",
typeof(BoxCollider2D)
)
{
layer = 20,
tag = "p2Box"
};_p2Box = new GameObject
(
"p2Box",
typeof(BoxCollider2D)
)
{
layer = 20,
tag = "p2Box"
};
I made the new go a child of player2 and changed the BoxCollider2D to match the HeroBox GO that is a part of the Knight.
_p2Box.transform.SetParent(_p2.transform);
var p2Box = _p2Box.GetComponent<BoxCollider2D>();
p2Box.size = new Vector2(0.5f, 1.2f);
p2Box.offset = new Vector2(0.0f, -0.7f);
p2Box.enabled = true;
Bounds boundsBox = p2Box.bounds;
boundsBox.min = new Vector3(94.4f, 10.1f, 0.0f);
boundsBox.max = new Vector3(94.8f, 11.3f, 0.0f);
p2Box.isTrigger = true;
_p2Box.AddComponent<CollisionChecker>();
CollisionChecker is a mono with void OnTriggerEnter2D(Collider2D other) and void OnCollisionEnter2D(Collision2D col)
Here's the HeroBox GO's tree thing
Knight\HeroBox
\--Component: Transform
\--GameObject activeSelf: True
\--GameObject layer: 20
\--GameObject tag: HeroBox
\--Transform Position: (94.6, 11.4, 0.0)
\--Transform Rotation: (0.0, 0.0, 0.0)
\--Transform LocalScale: (1.0, 1.0, 1.0)
\--Component: BoxCollider2D
\--BoxCollider2D Size: (0.5, 1.2)
\--BoxCollider2D Offset: (0.0, -0.7)
\--BoxCollider2D Bounds-Min: (94.4, 10.1, 0.0)
\--BoxCollider2D Bounds-Max: (94.8, 11.3, 0.0)
\--BoxCollider2D isTrigger: True
\--Component: HeroBox
56 says you suck

did you try just putting a script on the same object as the knights collider
yes I tried OnTriggerEnter and onCollisionEnter with the main GO but the trigger only found grass and the onCol only found chunks
I've tried printing names and tags
i will be back in an hour or two
fine i can stream for at least another 15-30 minutes

π
How come the game uses this and it works but when I use it, it does not
man is begged to stream then nobody watches 
you are not live
you are offline
hello yes i am back
Everything is pixely when you zoom in
How am I supposed to read the README of Charm Overhaul?
it's not properly formatted o/
nvm I found a page on steamcommunity
how did the person who made grimm knight make lines on the face that were smaller than 1 pixel
can you enlarge the sprites, draw what you want on them, then make them smaller?
never mind i just figured out what was wrong lol
Vector images don't become pixely when you zoom in
@ornate rivet does the OnCollider2DEnter that's already there not work
because it definitely gets triggered by the floor
it's the only reason you can jump
how does one achieve this effect?
do you have to use a seperate color for each pixel?
ask mola
@copper nacelle
OnCollider2DEnter is a thing?
I used void OnCollisionEnter2D if that's what you mean, and it does detect the ground (and chunks)
but it does not detect the Crawlid and Player 1
using GlobalEnums;
using Modding;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Multiplayer
{
internal class CollisionChecker : MonoBehaviour
{
void OnTriggerEnter2D(Collider2D other)
{
Multiplayer.LogStatic("trigger " + gameObject.name + "||" + other.name);
}
void OnCollisionEnter2D(Collision2D col)
{
Multiplayer.LogStatic("Col1" + gameObject.name + "||" + col.gameObject.name);
}
}
}
can you add anything you want onto a custom sprite as long as it fits the hitbox?
yes
HeroBox is in layer 20
any tag
you mean col.gameobject.tag?
but any thing outside of the hitbox wont show up in game?
it logs something like "Untagged..." when I print that
ok
so if i removed the horns on the hollowknight sprite would that work? or would they still appear in game?
oh ok
uhh hopefully I didn't break everything 
I pushed it
it replaced everything
maybe I should have pulled first
working on custom knights? neet
saleh why
@ornate rivet
rm -rf .git
git pull https://github.com/5FiftySix6/HollowKnight.Multiplayer.git
#resolve merge conflicts
git add .
git commit -m "whatever"
git push --set-upstream https://github.com/5FiftySix6/HollowKnight.Multiplayer.git master
sorry
it's fine i overwrote your overwrite
ok thank you for teaching me the ways of git
Congratulations, #archived-modding-development is the only channel I have not muted now
lore
nice
oh wait should I push my version of the Multiplayer code again (properly this time)?
or do you have it
ok
why did you not already have lore muted
Just tell them hornet is void
so this is my first skin, not done yet
im calling it royalty
im sticking to the basics on this one so no sprite shape changing
neat
maybe make the robe look more rotal
what does that mean?
i want to keep the main color purple i think, do you mean like red trim?
something like that yes but not sure
@copper nacelle
Pushed it

yeah
but ive only seen red ones but that worsk well enoug for the knight
and the theme
i think only at the front and a little bit on the back
@ornate rivet why
idk why I didn't just do GameObject.Find


also _ is for private variables
ok
going into the archives so I don't forget
because you already told me that once and I forgot 
imma leave the hem like this for now, and change it later once i figure out what to put on the face mask
A monocle
local man
i dont think i have the artistic skills for that
the good thing is i can work on each sprite while watching stuff on another monitor, otherwise i would probably get mad and never finish this
@ornate rivet monkaHmm
is the forehead line too much?
what did you change?
just the bounds
to what?
oh
wdym?
it makes the knight have a seizure when he jumps
it worked for me
Logger.Log("Loading Hornet");
GameManager.instance.LoadScene("GG_Hornet_2");
yield return null;
Multiplayer._hornet = Instantiate(GameObject.Find("Hornet Boss 2"));
if (Multiplayer._hornet == null)
{
Modding.Logger.Log("Hornet not found.");
}
else
{
var f = Multiplayer._hornet.LocateMyFSM("Control");
f.RemoveAction("Inert", 0);
f.RemoveAction("Inert", 0);
Multiplayer._hornet.GetComponent<Rigidbody2D>().isKinematic = false;
Multiplayer._hornet.GetComponent<BoxCollider2D>().enabled = true;
Destroy(Multiplayer._hornet.LocateMyFSM("Stun Control"));
DontDestroyOnLoad(Multiplayer._hornet);
Multiplayer._hornet.SetActive(false);
Modding.Logger.Log("Found Hornet.");
}
didn't you tell me to do that
I tested the go.find and it worked
Wtf
did you press 9 instead of 0 for hornet
ree
making the custom knights seems extremely difficult to me sense you do need to change every sprite in the sheet correct?
Yeah
yea alot of manual small touches that i could never do
did you expect it to automatically make it for you 
should the gold hem be on the back?
no of course not
okay
oh haha
its the gold lines lol
hem is edge
then yes to lines
do the horns look okay?
thats up to you honestly
well yeah but i like other opinions haha
wmmm
rather have critiques than not
well you did ask for my opinion (terrible mistake π )
id add another line of gold downwards
overall though its god
good
down the horn?
i could never describe it correctly
but the best i can is to add another line maybe a bit bigger or thicker around the point of the head shell conecting to the horns
oh i see
so did changing the bounds to herobox's cause the shaking again 56?
thats a good idea
whoops

local man accidentally deletes half of code instead of animation controller
like this?
i image it as gold glitter wire someone wraps around the horns
@ornate rivet
I don't get that

null is synonym for void
She spawns (and moves) fine for me
same with the knight
what does your find code look like
e
what are you guys working on btw?
multiplayer mod
maybe you have to instantiate hornet
that's the only difference
Multiplayer.hornet = Instantiate(GameObject.Find("Hornet Boss 2"));
is there a way to test how my sprite looks in game without changing all of them? like can i change the bench pose to see how it looks and leave the rest normal?
yes
sorry this is the first game i have ever tried to make a custom "mod" for
so did it work 56
No
maybe it likes _hornet more
I'm trying instantiate like you said now
oh ok
ok
ha
what pose would be easiest to test?
or is there ever a pose where the animation doesnt change
?
bench?
removing the parent worked
what is the parent
idk but it's null now
the boss room?
ok
did you get collision to work by setting the player2 GO's bounds to HeroBox or a new gameobject attached to player2
because you also need to set the layer to 20 and if you do that to player2's GO then it falls through the floor
how so
attack range gets logged
doesn't actually get hit by anything which has a DamageHero

so can i change any of the items in the sprite sheets to any color i want? like the white slashes and the dash effects and such?
yes
ty
I tested it right now and it was able to detect the Crawlid
that uses damagehero right?
maybe
don't worry it still doesn't work
sigh
yes
please
Hello.
why is so painful
I added debug colliders and they don't exist
question mark
What the fuck
The collider is in a very weird spot
I get hit when I move these guys
Specifically when they jump
hmm
Hollow Knights mod when
instead of having HP you just have a dozen knights


no
bo
burnham
Why
what is this image
unknown.png
look at the bottom left/right
why are the colliders there
they don't belong there
I cant see them
set the local position to Vector3.zero
oh ok
And didn't set the bounds at all
because the default spawn position is garbage
thank you for the help 56
I would have never tried that
how did you display debug colliders btw?
cool
gimme a sec to push
ok
pog
are you planning on making the mod work with more than two players?
Because if you are then I won't spend time copying the health bar's ui
just put p2 stats in a text box on the screen
that's what I'm going to do if we go for more than two players since the game's ui won't fit
any localScale *=.25
but won't it look even worse than text box that way
actually probably not
I'll do that then
aka purple knight 
check the spells and HUD
specifically VS ping because imo looks the best
how do i add this to the customknight folder
for people to use
ask Mick?
oh
idk
ill dm him it
ok
what are you guys trying to do? Add 2 player coop to HK? That would be cool.
zaliant
who the fuck is π
wow nice 2 total messages and a self react this is very cool
Thank you Kanye, very cool!
yours is more advanced
and by that I mean it has golden lines (and golden nail)
but does it have golden slashes 
mine will eventually
yea i was gonna add that
but this takes along time
doing every sprite with the pencil
cause filler only gets part of the cloak
maybe i should do blue since Knightmare already did purple
any photoshop knowledge
no
well then what other color goes well with gold
red π
well someone already did red with the grimm skin
which looks fantastic
if i did this it would need a new pommel color
nah pretty sure most of the Redskins died from Old World diseases and weaponry brought over by Columbian era European conquestors
wtf
Fucking commies
I ment Red custom knights
I have a manually recolored cloak template if you want it. I was not satisfied with the existing template, since it looks like they just used the magic wand set to global.
If that helps, you can have it. 100% manual airbrush and layer work. No filters to shortcut it.
To whoever was looking for that.
you're welcome
can you post the entire template? that would be sick
i think hes jsut gonna send it to mick
that works too
he is actually
Oh, cool. I'll at him.
probably dm it instead
Alright.
Done and done.
has anyoe actually made an original fanmade hollow knight boss yet
closest there is are fanmad buffs to bosses
which does change them alot but nothing "original"
i see
too bad nothing "original" exists yet
i was looking forward to unique, new sprites for things
{x:x mods HK} and {y:y wants to sprite a new HK boss} are disjoint, i.e. their intersection is the null set

who made gods of battle again?
5ifty
Both me and angle have plans for new bosses tho
who's "Both me and angle"
and draco too
I could help with ideas if you like
@ Graig DLC hey, are you need there some dlc ideas? Like 50?
Is Draco even still here
@analog ermine
the idea was to add blackmoth as a "final boss" in redwing, and redwing as a "final boss" in blackmoth
so theyre like opposites?
