#archived-modding-development

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fair rampart
#

I see

split ledge
#

so idk if this is allowed but im working on a hollow knight minecraft mod and i need some help

ornate rivet
#

how so

split ledge
#

i just cant make it alone

gilded lotus
#

this is very descriptive

split ledge
#

i need help creating dimensions and mob codes

ornate rivet
#

I'm not sure if anyone here would want to take the time to make a minecraft mod
maybe if you have a more specific question about the game that will help you make the mod?

#

that kind of help should be asked in a minecraft modding related forum

split ledge
#

alright

rain cedar
#

@split ledge If other people are making the dimensions and mobs, what is your contribution?

split ledge
#

im currently working on it, but it has proven difficult for a single individual to do alone

rain cedar
#

Ah, alright

#

Most of the time when people say they want "help" they mean they've tried nothing and want free labour

#

Well I don't have much mc experience but I can probably answer general java questions if you have any

floral furnace
#

ughh they destroy breakable floors via checking the player's cstate if quake == true, not if they detect the slam go effects being activated above a breakable floor

fair rampart
#

how do you view the different layers in hollow knight?

rain cedar
#

wdym

#

object.layer

fair rampart
#

ooh, thanks

rain cedar
#

Oh that's what you meant

#

There's also a PhysLayers enum

fair rampart
gilded lotus
#

yeah, they are weird

flat forum
#

also how much health will he have

brazen mortar
#

yeah if you're using FK's or GPZ's jumping shockwaves

fair rampart
#

2000 right now

#

are soul tyrant's better or something

flat forum
#

can I try him

brazen mortar
#

soul tyrant's are bigger

fair rampart
#

you can help me test it out if you'd like

brazen mortar
#

and FC's

#

also GPZ's sky dive shockwaves are bigger too i think

fair rampart
#

my IDE says that Texture2D.LoadImage can't be resolved

copper nacelle
#

ImageConversionModule

fair rampart
#

using UnityEngine.ImageConversionModule;?

#

nvm the assembly

floral furnace
#

iirc back then the unity stuff wasnt splitted into those smaller files, so you only needed to reference the main Unity dll, i think it was just this Godmaster update that they used an updated unity?? which splitted it into those smaller files

copper nacelle
#

yes

solar jacinth
#

rip unity 2017

solar jacinth
#

how can i return a boolean false after onctriggerstay2d becomes false

floral furnace
#

OnTriggerExit

solar jacinth
#

ah

#

that makes sense

#

how could i not think that before

#

ty

dark wigeon
#

Imagine importing unityengine.dll

solar jacinth
#

how does knight pass through enemies when he takes damage

thorny quartz
#

Just here to repeat Sugars Question.

ornate rivet
#

isInvincible

solar jacinth
#

i mean

#

the code

thorny quartz
#

How does the Knight Register the Hit but not be effected by physics collisions.

solar jacinth
#

probably removes the collider

ornate rivet
#

would fall through the floor...

thorny quartz
#

If so, why does neither the enemy nor the player fll into the ground.

solar jacinth
#

but he flies

ornate rivet
#

because that's not how it works

solar jacinth
#

ah

leaden hedge
#

player and enemies don't collide ever

#

they are just triggers

solar jacinth
#

epic

thorny quartz
#

So why do the enemies not fall through the ground? and hit walls?

solar jacinth
#

^

ornate rivet
#

?

leaden hedge
#

uh collision detection?

#

you can say what you want to collide with

thorny quartz
#

Would you mind explaining the Setup? It seems the enemies would require a trigger the player collides with, and at the same time a collider that collides with the world, but not the player. I can't think of a neat way to do this, or a way TC could've done it.

solar jacinth
#

yeah

#

why tc do that

ornate rivet
#

all GOs are sorted into layers
It's as easy checking which layer the go you are colliding with is in

leaden hedge
#

fairly certain TC did it as an playmakerfsm

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atleast on the version I have installed

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it just

oncollide(collider c)
if(c.layer = terrain)
    unmove it
else if(c.layer == damage && !isInvincible)
    takeDamage
ornate rivet
#

Like this one from Herocontroller checks that it touches layer 8 (Terrain) and then checks if it's walkable and if it is below the player

leaden hedge
#

its way more janky

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cause of TC's shit code

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a much, MUCH nicer way of doing it is

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having multiple hitbox types, hitbox, hurtbox and pushboxes

thorny quartz
#

So, the code you explained, Katie, seems like it is only for Player Damage, right?

leaden hedge
#

theres DamagesEnemy and DamagesHero

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its a component

ornate rivet
#

you can have different hitbox types in unity?

solar jacinth
#

^

ornate rivet
#

oh nvm

leaden hedge
#

implement your own, or use some variable

ornate rivet
#

just a child go?

solar jacinth
#

yeah

leaden hedge
#

i implement my own

ornate rivet
#

of course zote

solar jacinth
#

some red hurtboxes d be cool

thorny quartz
#

So I still don't think I fully understand the Hierarchy setup for enemies. Do they have a Childed collider for hit detection and a primary one for World Detection?

solar jacinth
#

i guess they collide with world trigger with player , not sure why

leaden hedge
#

i think they are both triggers for hit detection

#

enemies might be actual boxes though

thorny quartz
#

So they have a Collider that hits the player and a seperate Collider that hits the world, correct?

leaden hedge
#

probably, they have a bunch of hitboxes usually

solar jacinth
#

why would they do that tho , just use oncollision

leaden hedge
#

on different layers

thorny quartz
#

So how does Parry Detection work? and Shield Detection?

solar jacinth
#

same way

leaden hedge
#

shield is just a int set on stuff

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its really badly coded

#
// HealthManager
// Token: 0x060025E3 RID: 9699 RVA: 0x000D8890 File Offset: 0x000D6A90
public bool IsBlockingByDirection(int cardinalDirection, AttackTypes attackType)
{
    if ((attackType == AttackTypes.Spell || attackType == AttackTypes.SharpShadow) && base.gameObject.CompareTag("Spell Vulnerable"))
    {
        return false;
    }
    if (!this.invincible)
    {
        return false;
    }
    if (this.invincibleFromDirection == 0)
    {
        return true;
    }
    switch (cardinalDirection)
    {
    case 0:
    {
        int num = this.invincibleFromDirection;
        switch (num)
        {
        case 5:
        case 8:
        case 10:
            break;
        default:
            if (num != 1)
            {
                return false;
            }
            break;
        }
        return true;
    }
    case 1:
        switch (this.invincibleFromDirection)
        {
        case 2:
        case 5:
        case 6:
        case 7:
        case 8:
        case 9:
            return true;
        }
        return false;
    case 2:
    {
        int num2 = this.invincibleFromDirection;
        switch (num2)
        {
        case 3:
        case 6:
            break;
        default:
            switch (num2)
            {
            case 9:
            case 11:
                return true;
            }
            return false;
        }
        return true;
    }
    case 3:
        switch (this.invincibleFromDirection)
        {
        case 4:
        case 7:
        case 8:
        case 9:
        case 10:
        case 11:
            return true;
        }
        return false;
    default:
        return false;
    }
}
thorny quartz
#

Another thing I have never understood is how enemies register when they've been hit. What triggers the "TakeDamage" Method

leaden hedge
#

it literally should just be
return cardinalDirection & invincibleFromDirection

thorny quartz
#

Thanks for the above code. Seems helpful

leaden hedge
#

i mean its trash if you're making your own stuff

thorny quartz
#

Do you know anything about the Knights attack Hitboxes and how the Enemies Register them?

leaden hedge
#

yes

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they have DamagesEnemy component on them

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theres a playmakerfsm on each enemy iirc

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that checks for collisions, if collide does it contain DamagesEnemy

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if it does, call HealthManager.Hit

solar jacinth
#

y

thorny quartz
#

Interesting. Seems like it will be of limited use to me, as I lack PlayMaker.

#

But Thank you for your time and patience anyway, Katie.

leaden hedge
#

i would highly recommend doing nothing like TC

#

honestly doing random stuff, will probably give you a better code base

solar jacinth
#

wonder if katie will like how ss is coded

leaden hedge
#

itll be the same

solar jacinth
#

but jack vine?

leaden hedge
#

so

solar jacinth
#

thats the new guy

leaden hedge
#

wilbo and ari have to do the majority of the coding

#

they can't wait for jack vine, or be sat there constantly sending info back and forth

thorny quartz
#

I thought they were the artist and Designer, respectively

solar jacinth
#

then why do they have him

leaden hedge
#

because the game literally ran like complete shit before

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and they got him to change the really slow bits to c#

solar jacinth
#

poor william and ari ๐Ÿ˜”

leaden hedge
#

and im fairly certain they have jack doing fancy mechanics

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over code base

#

thats why they got cool ass smooth movement in ss

dusk orbit
#

in conclusion:
more efficient coding practices aren't required for your game to be good

ornate rivet
#

uh no

leaden hedge
#

well, it helps if your game has a stable frame rate
and it helps if your codebase isn't shit so you can add more mechanics

dusk orbit
#

i was gonna add "but they help with future actualizations and modding"
but it'd be too long for a silly joke message and would be taken as a factual statement on my part

leaden hedge
#

this game is so good they had spend months reprogramming it to get it on switch Kappa

dusk orbit
solar jacinth
#

fun times it must be

ornate rivet
#

hk would have probably had better code if tc hadn't broken up with that one company

#

smh

#

I wonder why they did

solar jacinth
#

with that one company?

thorny quartz
#

I haven't heard of this before.

ornate rivet
fair rampart
#

Should a pure nail one shot those things that apear when you killl a flukemon? i messed up with the damage with a mod and im trying to get it back to normal

gilded lotus
#

look up the nail values online

fair rampart
#

where?

gilded lotus
fair rampart
#

thanks!

fair rampart
#

ah shit

#

the mod im using only lets you give yourself either 4 more damage or 4 less damage

#

am currently at zero damage and the damage values of the pure nail is 21

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i cant get to 21 as its not a multiple of 4 i can only get to 20 and 24

#

fuck

leaden hedge
#

if only there was a save editor

#

that could edit your saves

fair rampart
#

debug will let you get back to 21

#

oh nvm xd

#

if your value is zero the first 4 you add count as 5

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the rest count as 4

#

i guess damage values are bount to be odd numbers

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summ up is im a fking hacker and i fixed it with my gamer power

#

ah sht i deleted the hud

solar jacinth
#

hi a fking hacker and i fixed it with my gamer power

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im scenic

fair rampart
#

i dunno are you?

fair rampart
#

I didn't realize replacing sprites could be done with just a single line

nova berry
#

?

fair rampart
#

I'm not sure how to change the sprite of a go after it's instantiated e.g. the slam waves

#

in fact I don't know how to get the go at all

floral furnace
#

how do you spawn the waves?

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because once you do get the GO, i think you can just get the SpriteRenderer component and change it from there

fair rampart
#

it's the arena high waves that appear when TL does the ground pound

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so they already exist and I'm trying to access them

floral furnace
#

oh yeah you use the fsm state action for the spawning right

fair rampart
#

looks like it spawns them from a spawnobjectfromglobalpool action

floral furnace
#

now i dont wanna say much because i might end up screwing you over it, but i dont know if you can directly change the go inside the <spawnobjectfromglobalpool>, but if you did spawn them seperately from that action then you could take the <spriterenderer> component

fair rampart
#

if I did spawn them manually, how would I go about destroying them after a certain amount of time?

leaden hedge
#

add a component

#

with a script

#

that checks the time when its spawned

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and destroys it when time.time-spawntime >= whatever

floral furnace
#

wouldnt Destroy(nameOfInstantiatedGameObject, floatTimeToDestroyIt) work

then again that means itll just suddenly vanish

leaden hedge
#

you probably wanna call a fade out state

#

so it doesnt just insta rip

fair rampart
#

alternatively I could just make the time relatively large so that it destroys offscreen

leaden hedge
#

you could just check if it was onscreen

fair rampart
#

ooh

raven robin
fair rampart
#

are there any other GameCamera events besides EnemyKillShake?

ornate rivet
#

Could you log them jngo?

#

Unrelated but:
You could completely replace a GO's animation by hooking animator.Play() and playing your own animation rather than the original function, right?

rain cedar
#

Probably

#

Sounds like more work than replacing the sprite sheet, though

ornate rivet
#

hmm

copper nacelle
#

There are a bunch if you search by string for EnemyKillShake @fair rampart

#

There's some class with like methods for them or something

fair rampart
#

they're in CameraControlAnimationEvents.cs I think

fair rampart
#

I keep getting a nullreferenceexception when I try to change the sprite of a tk2dsprite or spriterenderer

#

but I can get the components just fine

ornate rivet
#

what's your code for getting them

fair rampart
#

wave.GetComponent<tk2dSprite>() and wave.GetComponent<SpriteRenderer>()

#

I get a nullreferencexception when I call wave.GetComponent<tk2dSprite>.GetCurrentSpriteDef() or wave.GetComponent<SpriteRenderer().sprite

ornate rivet
#

try
getcurrentspritedef().material.mainTexture

#

and check if wave had sprite renderer or if its children do

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yea it doesnt

#

you need to get the sprite renderer from children

fair rampart
ornate rivet
#

yea

#

seems like it

fair rampart
#

can I assign GetComponent<SpriteRenderer>().sprite to a sprite sheet?

#

cause that didn't change anything

ornate rivet
#

yea

#

that's how I do it

fair rampart
#

wonder why mine's not working then

ornate rivet
#

does .sprite get the sprite or does it still return null?

fair rampart
#

returns null

ornate rivet
#

you're sure you are getting the component from a go that has a spriterenderer?

#

does GetComponent<SpriteRenderer>() return null too?

#

if not, Destroy the component and see whether the sprite you want changes or if it's not even related to what you want

fair rampart
#

I got the right go this time

#

it's just that assigning the sprite to the sprite sheet I want isn't changing anything

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I'll try destroying the component

fair rampart
#

destroying the component did indeed make the waves disappear

ornate rivet
#

assigning the sprite does nothing?

fair rampart
#

nope

ornate rivet
#

You have the spritesheet the waves are coming from, right?

fair rampart
#

yes

ornate rivet
#

Try
waveChildThingy.GetComponent<SpriteRenderer>().sprite.texture.LoadImage(byte_data)

#

instead of trying to replace the sprite data

fair rampart
#

thanks

ornate rivet
#

YAY

#

๐Ÿฆ€

fair rampart
#

now to figure out how to access the waves for the normal slam

#

cause these waves were instantiated manually

solar jacinth
#

epic

fair rampart
#

I set both their z's to 0

#

the left ones actually go behind the plants in the bg

solar jacinth
#

this looks better tbh

floral furnace
#

how are you instantiating them

fair rampart
#

Instantiate with just the game object as an argument

floral furnace
#

couldnt you try adding the spawn position to the params

solar jacinth
#

^

floral furnace
#

its either
gameObject, parentTransform
or
gameObject, vector3position, quarternion

fair rampart
#

yeah

solar jacinth
#

also jngo

#

activate windows

fair rampart
#

never

solar jacinth
fair rampart
#

still on different planes

floral furnace
#

try logging the vector 3 position the moment it spawns

#

possibly overrided by something, for some reason

fair rampart
#

I've tried that and it says the coordinates I want

#

I'll try again

floral furnace
#

weird, maybe this is more of a sprite thing?

#

it was normal before right

fair rampart
#

nah it was like that before I changed the sprite

solar jacinth
#

does it collide with the player

floral furnace
#

well this is weird then

solar jacinth
#

maybe show the code

floral furnace
#

you sure your changing the pos of BOTH of them? and not just the other one?

fair rampart
#

let's see if this works

        {
            Vector2 pos = transform.position;
            Quaternion rot = Quaternion.Euler(Vector3.zero);
            float[] velocities = {-speed, speed};

            foreach (float velocity in velocities)
            {
                GameObject wave =
                    Instantiate(_control.GetAction<SpawnObjectFromGlobalPool>("Waves").gameObject.Value, pos.SetY(pos.y - 3), rot);
                wave.GetComponent<Rigidbody2D>().velocity = new Vector2(velocity, 0);
                wave.layer = 0;
                Transform waveTransform = wave.transform;
                waveTransform.localRotation =
                    (velocity < 0) ? Quaternion.Euler(0, 180, 0) : Quaternion.Euler(0, 0, 0);
                Destroy(wave, timeToLive);
                Log("Position: " + wave.transform.position);
            }
        }```
#

whoops

#

there's basically a for loop of the two velocities: to the left and to the right

#

so it instantiates a wave with each of those velocities

#

I did .layer to see if that would fix it but it didn't so don't worry about that

floral furnace
#

yeah i was doubting it would be a layer problem since i think its used more for the collision rather than its actual position, or both idk

fair rampart
#

and sugar, it does collide with the player

#

even the ones in the bg

floral furnace
#

just a hypothesis, maybe its transform rotation thats possibly causing, no evidence tho just a guess

#

pos.SetY(pos.y - 3) why are you subtracting 3 from this again

fair rampart
#

cause otherwise the bottom of the wave is in midair

floral furnace
#

ahh ok so offsets

#

this is honestly weird

#

try local position

#

actually, log the local pos

#

just be to sure

#

could be the locals are has some kind of z offset

fair rampart
#

I set the z to -2 and sure enough the output is -2 for all the waves

#

for localpos

floral furnace
#

try 0, this might sound fucking dumb (and it probably is) but it could be that in a rotation standpoint, the localpos is being mirrored when you rotate it if you think about it as a 3d object, so -2 on the left will become +2 once you spin it

fair rampart
#

it was at 0 initially

floral furnace
#

still nothing?

fair rampart
#

nope

floral furnace
#

tf

#

this only happened when you instantiated it manually right

fair rampart
#

yeah

floral furnace
#

hmm if its not too shabby, theres 2 wave gos in spawn pool right

#

in the fsm i mean

#

maybe you can take 2nd wave go for the opposite direction

#

no no wait

#

it generates the waves 1 to the left and 1 to the right correct?

fair rampart
#

yeah

floral furnace
#

then you just repeatedly call SpawnWaves x times of how many pulse you want

fair rampart
#

yep

floral furnace
#

just a suggestion, maybe you can check what other else the FSM waves did after spawning them?

#

but im guessing in the FSM state you got that from, its the same GO, just that they changed the velocity and rotation, still worth checking imo

fair rampart
#

alright I just instantiated the left and right ones independently

#

they look fine but they still go behind the plants

#

but whatever

floral furnace
#

both of them goes behind the plants?

fair rampart
#

yeah

floral furnace
#

regardless of spawn z levels?

fair rampart
#

oh I just tested changing the z

#

forgot to change the left wave but I think changing it works now

#

very DRY code right here

floral furnace
#

wait

#

i fucking realize

#

you were using Vector2 for the pos during your instantiate

#

try using that again but this time as new Vector3(whateverXpos, yPosWithMinusThreeOffset, zLevel = 0)

#

or something like that

fair rampart
#

nope ๐Ÿ˜

floral furnace
#

ughhh wtv, you just do what you did earlier

#

sorry about that

#

i thought vec2 was the one causing this

fair rampart
#

well I found out my solution didn't work either lmao

floral furnace
#

fucking a

#

my last guess something inside that go itself is the one thats affecting its z pos

fair rampart
#

okay so the rotation was fucking it up

#

I used SpriteRenderer's flipX instead

floral furnace
#

good shit

solar jacinth
#

use eular angles instead

ornate rivet
#

no

fair rampart
#

that's what I used initially

solar jacinth
#

you dont deserve eular angles then

fair rampart
#

Maybe not eular angles but I do deserve Euler angles

solar jacinth
jovial vault
solar jacinth
#

hi mino

jovial vault
#

hi sugar

solar jacinth
#

also any modder how can i get a layer mask variable's index number

fair rampart
#

so I'm trying to make it so that sprites revert back to normal TL when you're fighting regular TL

#

and I'm able to change the boss sprites back but not the wvae sprites

ornate rivet
#

save the old texture and load it back

fair rampart
#

I actually found it easier to just have a copy of the old sprites in my assets folder maggotprime

#

but my issue lies in not being able to create a waves instance to get the slashcore child go which contains the spriterenderer

#

which is weird because I can create one when the statue is in its alt version

#

if I call the function to revert the sprite back in the block that executes when fighting traitor god it works and traitor god has regular sprites

#

but whenever I call it in a block that executes when fighting regular TL it returns nullreferenceexception

fair rampart
#

ok I fixed it by just calling that function during the ondestroy event

#

actually, how do I get ondestroy?

#

I actually called it on HealthManager.OnDeath, but that reverts the sprite right as TG dies, and I want it once he implodes

copper nacelle
#

make a method called OnDestroy

fair rampart
#

what's the hook?

copper nacelle
#

what

#

there is not a hook

rain cedar
#

OnDestroy is Unity's version of a finalizer

copper nacelle
#

it's a unity method

fair rampart
#

ok

solar jacinth
#

Destroy(me);

flat forum
#

no, no, it's world.execute(me)

fierce prism
#

why would you want moss grotto to be a hk mod wtf sucrose

solar jacinth
unborn tusk
#

why does hornet tumble into the 1st dimension

solar jacinth
#

she is murdered by maggotprimes

#

thats why

unborn tusk
#

i see

fair rampart
floral furnace
#

goddamn touhou 17 is looking great

ornate rivet
#

holy radiance

solar jacinth
#

cursed

#

time to share at discussion with no context

nova berry
#

oh god

ornate rivet
#

smh should have had this in PC

unborn tusk
#

Why

shy cairn
#

what's next

#

a flukemarm that spawns primal aspids that shoot three crystal spikes, teleport and she spawns them twice every second?

fierce prism
#

tbh a flukemarm that spawns primal aspid shooting crystal spikes is a good idea ngl

shy cairn
#

i would play it

#

also flukemarm noises are 50% louder

fierce prism
#

they are bassboosted maggotprime

shy cairn
#

Epic

copper nacelle
nova berry
#

.-.

fair rampart
#

do you have pale prince on

copper nacelle
#

probably

#

yes

fair rampart
#

there's conflict between the two for some reason

copper nacelle
gilded lotus
#

for some reason

fair rampart
#

this is what I get for stealing your code

nova berry
#

oof

copper nacelle
#

Are you just using the lever instead of the dream toggle for the look/feel?

fair rampart
#

yeah

#

TL doesn't seem like a very dreamy guy

#

the lever switch feels more raw if you catch my drift

copper nacelle
#

yeah makes sense

#

It's just that the lever has its own set statue to swap with

nova berry
#

traitor lord is one of the few characters to voluntarily take in the infection

#

i mean

#

i agree

#

but

copper nacelle
nova berry
#

oh

#

oof

solar jacinth
#

it sure is not

fair rampart
#

seems you got it to move at least

copper nacelle
#

the first 3 swaps work now

#

and then the weird black thing happens

#

elderC

solar jacinth
#

and also its foreground

#

the tl

copper nacelle
#

yes that is the problem

solar jacinth
#

why does it do that

copper nacelle
#

idk

#

that is

#

the problem

solar jacinth
#

ah

#

maybe put it in normal z axis again

copper nacelle
#

i did

solar jacinth
#

did it work

copper nacelle
#

for the first time it appears yes

#

for the second time no

solar jacinth
#

maybe put it in the true z axis each and every frame

copper nacelle
fair rampart
#

if nothing can actually be done about this I'd be fine with using the dream switch

#

there's still the issue of it and PP interfering with each other even with the dream switch

copper nacelle
#

what happens with the dream switch

fair rampart
#

the thing you mentioned earlier

copper nacelle
#

just pale prince alone has the glowing stuff not work sometimes if that's what you mean

#

cursed glow

fair rampart
#

indeed

#

well sometimes one or the other statues loses the alt version when both mods are active

#

could it be because the SaveSettings are identical?

copper nacelle
#

that really shouldn't be it

#

also there's no point in using get => GetBool() and OnBeforeSerialize for completion

#

Well there's no point if you use the non-deprecated version of settings i mean

#

also the entire statue like stops existing even with the dnail one?

#

Because the dnail one doesn't even swap out the statue

fair rampart
#

I mean there's no alt version

#

like the mod isn't even on

copper nacelle
#

oh

fair rampart
#

sometimes it comes back when you return to the HoG from a boss

copper nacelle
#

yeah settings are fucked for whatever reason

#

it thinks it's the first toggle every time with both on

fair rampart
#

ech

solar jacinth
#

why tc are not hiring people here instead of jack vine

hazy sentinel
#

they can't spell either it's a perfect fit

solar jacinth
copper nacelle
#

Maybe I fucked up GetVariableHook or something

solar jacinth
#

you definitely fucked up something

#

and yes maybe that

copper nacelle
#

ok buddy

solar jacinth
#

toxic

copper nacelle
#

you

copper nacelle
gilded lotus
#

bring back the _

copper nacelle
#

what

#

it doesn't call get variable if pale prince is loaded

#

really makes you think

gilded lotus
#

oh wait the underscore isn't in the client jsut in the .dll name palehmm

copper nacelle
#

there is no break

#

it should invoke it regardless

rain cedar
#

Unfortunate

copper nacelle
#

oh it does

#

the other one just doesn't have a prefix

#

i am bad

#

idk why it's broken

rain cedar
#

hmmmm

#

So get variable works fine?

copper nacelle
#

yes

#

i think

#

Didn't actually log the completion stuff

#

but it should

rain cedar
#

I see

copper nacelle
#

why

#

multiple scene changed hooks shouldn't conflict or anything right

rain cedar
#

I don't see why they would

#

But it is a Unity hook

#

So you never know

copper nacelle
#

the awake runs but the hook never does

#

and the other class has identiical code but does run

#

am i being mega dumb or is this fucked

fair rampart
#

Yeah this stuff is beyond my small brain knowledge of modding

#

I appreciate you looking into it

copper nacelle
rain cedar
#

Fortunate

copper nacelle
#

waiting a frame on one of them worked

#

cursed game

#

Doesn't even have to be both

#

just one frame on either

#

And I think it just outright kills unity's hook

#

which is really just fantastic

rain cedar
#

Interesting

copper nacelle
#

so if you want to ruin everyone's lives hooking scene changed and then throwing is the way to go

fair rampart
#

pog

copper nacelle
#

it being invisible does not appear to be a mod conflict

#

it just be like that

fair rampart
#

Are you gonna implement that frame delay in one of the projects?

copper nacelle
#

yes

#

probably both

#

it'd be shitty for someone to make another mod and it break again

fair rampart
#

Yeah pin a message saying no more boss mods

copper nacelle
fair rampart
#

incredible

copper nacelle
#

alt is some invisible thing by default btw

#

i think

fair rampart
#

yeah I think I made it visible by setting the Sprite then setting it active?

copper nacelle
#

ah

#

you are ruining my life

fair rampart
copper nacelle
#

that's why the pos was fucked

#

you wanted it higher up or something right

fair rampart
#

yeah

copper nacelle
#

just higher or is there anything else

fair rampart
#

A little to the right as well, and I wanted to flip the alt statue to distinguish it from the original

copper nacelle
fair rampart
#

is that like the default behavior of the alt statue?

copper nacelle
#

not the default

#

it just is the behavior

#

BossStatue.SwapStatues (line 382 of the class)

fair rampart
#

can we override it?

copper nacelle
#

yes

#

you can do anything really

#

just need some IL edits

fair rampart
#

um

#

I've seen IL at the beginning of like using Playmaker

#

what is it?

copper nacelle
#

IL is basically the bytecode C# compiles into

#

If you want to edit a method at runtime you can use ILHooks from MonoMod to change the IL so that you get your desired behaviour

fair rampart
#

ah ok

copper nacelle
copper nacelle
floral furnace
#

very mood

fierce prism
#

moody blues mood

copper nacelle
#

scammed

fierce prism
#

use your psychic powers to switch it

copper nacelle
leaden hedge
#

very cool

copper nacelle
#

i would make the rising up smooth but i am also too lazy to do il edits

fierce prism
#

cool very

copper nacelle
#

on a sidenote the mod seems really fun

jovial vault
#

very cool

copper nacelle
#

you ever have waiting a frame fix everything half the time and break it the other half of the time with the only difference being you starting the game again

jovial vault
#

Nope

floral furnace
#

in my case waitforframe fixes all your problems

floral furnace
#

uhh after 11 months, i have finally updated my api from the godmaster release version to the current one, so uhh, how do you enable mod logs again?

copper nacelle
#

at the bottom

floral furnace
#

thanks mr number individual

#

"This console can be toggled once this setting is set to true by pressing f10."
bruh

copper nacelle
#

what

#

did you lack the critical information

floral furnace
#

what dude no why would i not know this lmao im not ignorant lol im just playing around lmfao /s

#

yes actually i didnt know you could do this

#

i just assumed youre supposed to turn it off again in the options once you wanna test without the logs in your face

#

ยฏ_(ใƒ„)_/ยฏ

solar jacinth
#

is grounded only returns true if its colided with a sprite with a box collider , it doesnt work with tilemap colliders somehow

#

why

copper nacelle
#

FeelsOkayMan

#

do we even use newtonsoft

safe hamlet
#

no

copper nacelle
copper nacelle
#

@rain cedar is the annotations stuff fine to put on the drive now

#

I remember you told me not to update with that at some point

rain cedar
#

I thought that was already on the drive

copper nacelle
#

idk

rain cedar
#

It works to my knowledge but I also haven't made a mod with it

copper nacelle
#

Okay cool

#

we now have auto updating monomod

#

so that's nice

rain cedar
#

Cool

copper nacelle
rain cedar
#

That is many

copper nacelle
#

yes

copper nacelle
#

i really need to submenu this

#

also the values are swapped

fair rampart
floral furnace
#

this is like :omegamaggotprime: levels of mood

jovial vault
#

Yes

fierce prism
#

this looks very powerful ngl

gaunt geyser
#

That actually looks very cool damn

floral furnace
#

so any uhh, procedures for preloading scenes and taking their gameobjects? i need to load GPZs/Fog Canyon/ wtv scene that contains an enemy with the explosion gameobject and copy it

fair rampart
#

Just replace the bunch of scene names with the scene name and go you want

floral furnace
#

aight this is like a 3 layer copyi- steali- borrowing at this point, thanks

fair rampart
#

dunno how to isolate an explosion specifically

floral furnace
#

i just need to know how to get the scene, getting the GOs shouldnt be hard at that point

#

oh yeah thats actually my problem, i dont know where to get the scene names

#

aight im gonna do a pro gamer move for this and abuse hooks

ornate rivet
#

buddo

#

mola has labeled all the scenes in hk with their proper name on a map

fair rampart
#

there's a pin of all the scene names

#

on a map

floral furnace
#

well there you go, thanks

fair rampart
#

Saleh 2 quick maggotprime

ornate rivet
#

besides every non-workshop godhome scene because everyone is too lazy to get them

floral furnace
#

good shit

ornate rivet
#

and when you don't know the name of a go you are looking for, you can do an omega move and use Nes's editor to find it

floral furnace
#

ill just print everything in a forevery loop

floral furnace
#

fucking thanks guys, it works, what i didnt know is you didnt need to load the scene, you can just get them from the Resources class

fierce prism
#

what unholy abomination is this

ornate rivet
#

Holy shit that's EPIC

weak lodge
#

ralph

copper nacelle
#

blessed video

wind geyser
#

how do you backup savefiles

hazy sentinel
#

copy paste them somewhere

fair rampart
#

@56#1363 yeah I saw, didn't get to take a look until a few hours ago because long vacation flight

copper nacelle
#

understandable

fair rampart
#

But when I build it on my Linux computer I have problems

copper nacelle
fair rampart
#

Traitor god's changes aren't present

#

and when you beat regular TL the statue looks fucked when you return

#

idk if any of this happened to you?

copper nacelle
#

I don't think it did

#

I can double check

copper nacelle
unborn tusk
#

haah

copper nacelle
#

no

#

unity is ruining my structs

#

i fixed the first part

#

but the statue is still fucked

#

Oh

#

I see

#

It keeps the active state of the other one

#

@fair rampart pushed the fix

#

@rain cedar Do you know why this happens

#

because it isn't happening on another mod which does the exact same thing

rain cedar
#

Idk man I haven't read any of this

copper nacelle
#

you are ruining my life

#

it's like 2 messages

#

if you try and use it in the coroutine

#

but only for that one

rain cedar
#

yield return more idk

copper nacelle
#

understandable

fair rampart
#

@copper nacelle is there a reason you deleted the csproj

copper nacelle
#

fuck

#

was trying to ignore the changes I made

#

Because my refs are in a different spot

fair rampart
#

I merged it anyway

#

I'll add it back in

#

I really appreciate that you took the time to fix what I couldn't

#

and I'm glad you found the mod fun

copper nacelle
#

happy to help really

fair rampart
#

btw what's the purpose of raisestatue?

#

if seems to make the statue rise more than it should because when I set the loop condition to 0 it doesn't rise after swapping statues

copper nacelle
#

because you said you want the statue higher

#

so it puts the statue up

#

I couldn't get it to look great because there's a delay after the anim

fair rampart
#

Oh I meant I wanted it higher than when it was in the ground

#

I didn't want it to float in the air like Jesus lol

#

dw I fixed it

safe hamlet
#

the real question is

#

can traitor lord walk on water?

copper nacelle
#

no he drowns

fair rampart
#

hmm

#

should I add a damaging trail to his sickles

floral furnace
#

100% no questions

fair rampart
#

I tried it out and now he freezes specifically after the third sickle throw

#

I'll look at it again tomorrow

floral furnace
#

like after he throws the 3rd one he just fucking loses motor abilities?

#

but without the trails it works perfectly i assume?

fair rampart
#

yeah

#

I get a nullreferenceexception so I might just add an if go != null

floral furnace
#

oof that was also my main problem mostly

#

just instantiating a null kills everything without realizing it

#

im guessing youre trying to take an existing GO right?

fair rampart
#

yes

fair rampart
#

well adding an if statement didn't work maggotprime

ornate rivet
#

you sure you're checking the correct go

fair rampart
#

I'm never sure when it comes to modding

ornate rivet
#

use try catch with a ton of logs in between each statement zote

#

can't go wrong with that

ornate rivet
#

is that not how you're supposed to check for errors thinkgrub

#

I wasn't saying fix it with a try and catch smh

copper nacelle
#

that is not my mod

#

it is jngo's

sacred bridge
#

oh...

fair rampart
#

hi

sacred bridge
#

hi๏ผŒIs this mod complete?

fair rampart
#

no

sacred bridge
#

oh๏ผŒI expect it

fair rampart
#

do you think throwing 3 spears with trails is too much

ornate rivet
#

never

fair rampart
#

this is basically primal aspid meme but the shots are faster, have larger hitboxes, do double damage, and leave damaging trails

copper nacelle
ornate rivet
#

sounds good

floral furnace
#

make it so, once they hit a surface, they split and reflect 3 other projectiles, also with their own trails

rain cedar
#

you

fair rampart
#

should I try to separate my code across multiple files?

rain cedar
#

yes

narrow roost
#

How do u make a boss mods that is in Godhome

#

*boss mod

#

Like as in Mantis Gods

#

or Daughter of Hallownest

#

peeeeeopppppleleleleleleeee

#

y is everyone ignoring me

gilded lotus
#

have you tried subbing to seanpr, 56, and mickely on subtember

blissful burrow
#

Yes do this

fair rampart
#

have you tried looking at the source code for boss mods made by others

leaden hedge
#

Paypal me me $2.50 instead

#

I won't help you but I'd like the money Kappa

ornate rivet
#

look at code from those boss fights

gilded lotus
#

just not saleh's

unborn tusk
#

receives no response for like 10 minutes
"guys wtf why does everyone hate me"

ornate rivet
#

no u

ornate rivet
#

pins

fair rampart
ornate rivet
#

ya

#

If elderbug mod can get on there then that definitely can

floral furnace
#

yo zal is this good enough, im too dumb to make a nade that has physics bullshit (because addforce NEVER works) so i just tried making it into a rocket jump for now

fierce prism
#

glorious

fair rampart
#

how do you bring up the modlog in game?

floral furnace
fair rampart
#

idk why it took me this long to ask that question

#

I've been looking at the modlog file after closing every HK session

floral furnace
#

tbf for your case, i was manually putting the DLL repeatedly after every build in the mod folder for like a year already

ornate rivet
#

sigh

gilded lotus
#

should tone the knockback down but it should be good

ornate rivet
#

ttacco how do you make the player fly up so well

copper nacelle
#

just be taco

#

simple solution

ornate rivet
#

a good point

floral furnace
#

you just fake the shroombounce method, then apply your own herocontroller velocity

#

otherwise if you dont do that, theres something that restricts the knights max velocity, or uhh, something, i guess, i am bad reading TC's code but it works so weary

ornate rivet
#

this is ingenious

floral furnace
#

no its dumb, but it works

something something ss release date joke is just as dumb haha upvotes to the left

ornate rivet
#

not dumb

floral furnace
#

dumblebee

flat forum
#

fix for the next room editor when

leaden kestrel
#

okay, can somebody tell me what the room editor is?

young walrus
#

a thing, that edits rooms

leaden kestrel
#

So, is that like the Level Editor for Hollow Knight I've heard so much about?
Or is it something different?
Is it easy to use?

young walrus
#

as far as i'm aware, it's not even finished yet, and it can only change single rooms right now. you can't make custom rooms with it yet

dark wigeon
#

Hey it's me

leaden kestrel
#

It doesn't matter to me if it can't actually make custom rooms
It sounds awesome and if it's still in development then I will be following its development closely.

dark wigeon
#

nesquack with an update, I'm going to start working on it again today

young walrus
#

I mean, custom rooms is kinda the whole point

#

unless you want to move a lamp or platform in the same room or something

#

or some walls

#

which in itself is "custom"

#

but you can't make NEW rooms

#

is that right, nes?

dark wigeon
#

Right

#

Yet

young walrus
#

exactly

leaden kestrel
#

What if you wanted to make a shortcut where one wasn't previously?

#

Or add an enemy? Is that supported?

dark wigeon
#

Not hard

#

New enemy as in new instance of existing enemy or new type of enemy

#

Both are relatively easy

#

The whole difficulty about new rooms is trying to make it easy to use existing sprites from other levels available for your new scene

leaden kestrel
#

New enemy in the room
Like, I'm talking edit it like how some Dark Souls mods edit the game
Ultimately it's the same base game, same areas, somewhat of a same layout
But you explore it differently this time

young walrus
#

so, randomizer

#

or what was the other overhaul they had

dark wigeon
#

Right randomizer

young walrus
#

uh.... red something

leaden kestrel
#

Kind of, but like,
It's a randomizer that gives you the same seed every time.

dark wigeon
#

But yeah you could

#

Anyway I'm going to with on the asset diffing today so we have basic saving

#

Also had a few people tell me about some scenes not loading so I'll look into those as well

#

bag CrabPls time to get to work

leaden kestrel
#

So are you the main developer of this mod?
Or of a different mod?

dark wigeon
#

Yes I am

leaden kestrel
#

Oh! Cool!
When should I expect the room editor/level editor mod to be at least acceptable for human consumption?

young walrus
#

why would you eat it

dark wigeon
#

Idk

ornate rivet
#

yay

dark wigeon
#

I will show progress off

#

But because it's unity, I never know when things are gonna work

young walrus
#

daughters of ash

#

i think that's the one

leaden kestrel
#

Yeah, like daughters of ash
Like, map upgrades to the game, and such
That's what I really want

young walrus
#

you'd really have to change levels for that to work here. metroidvanias are pretty open. DS worked well with that because of how many "keys" you need to progress

dark wigeon
#

That's probably the easiest method of level editing

#

However know that scripts related to the scene will have to be patched

#

If it's a completely new area, then it might be better just to make them from scratch though

leaden kestrel
#

Yeah, I know
Maybe just, like, make the game path tighter
Like, adding a shortcut door so that you have to go to the right side of Forgotten Crossroads until you go left to the place with the grub song
Or make it so that you can go to a lot of areas all at once, but just removing a couple of walls or adding some platforms here and there

dark wigeon
#

Tiny edits can easily be diffed

young walrus
#

randomizer already does stuff like that based on your loadout

leaden kestrel
#

...how?
I've never actually gotten into the modding scene, tbh

ornate rivet
#

nes do you know if asset bundling or something similar can be done during the game's runtime?

#

or do you have to use the editor

dark wigeon
#

Yes you can build at runtime

#

I already made the scene loader mod, remember?

#

But due to the way it worked, I could only check transform changes

ornate rivet
#

I know you can load assetbundles, I mean exporting an asset bundle while the game is running

dark wigeon
#

Yes that's what I meant

#

It's not built into the engine, but my lib can handle it

ornate rivet
#

oh

dark wigeon
#

Yes

leaden kestrel
#

So when you are done with this mod, what will it look like?
Like, you can run around the game world and add onto it?
Will be like "pick a block!"
Or will be like, a unity extension?

dark wigeon
#

Assetstools

ornate rivet
#

okie

dark wigeon
#

Idk it's not my fault

#

Wdym pick a block @leaden kestrel

#

@ornate rivet blame uabe creator

ornate rivet
#

for what?

leaden kestrel
#

You know, place down a platform, select a block from this wheel
Press 1 for a platform, press 2 for an enemy

ornate rivet
#

no

#

it's not like that

#

Cheshire, world editing is done with unity editor. Once you're done, you save it, and load it into the game

dark wigeon
#

He named after the .assets format but singular is still assets so it's called assetstools but then it's an assetbundle not assetsbundle so the naming is confusing

ornate rivet
#

ah ok

dark wigeon
#

Yes so new levels there's a "folder" where you can open and extract sprites out of other scenes

#

It's not entirely done yet

young walrus
#

this aint no mario maker

leaden kestrel
#

No, we're talking about the room editor, not unity's build in editor.

young walrus
#

they're the same thing

#

you build the rooms outside of the game

leaden kestrel
#

Wait
Well then, what's the mod do then?

young walrus
#

and import them

#

makes it easier

dark wigeon
#

It lets you distribute a diff file which makes it so you don't have to give people all of the assets and the whole level file again

young walrus
#

which is why it only works in the scene itself

dark wigeon
#

Instead, it just holds the changes you made to that map, and if a new map, tells the game where to find textures at

#

So when you're sending a map, it doesn't have 500 mb of textures

leaden kestrel
#

So it's a mod development tool...
is that correct?
Like, not a, help out somebody edit a room kind of tool,
but like a, make it so that you don't have to redownload everything, kind of tool?

young walrus
#

"these platforms are in this room. take this one, add one of it, then move it to (x,y)" all with a small amount of code

dark wigeon
#

It's a level editor which saves diff files and a mod which loads them

#

I could make the level editor save as level files, but to change them out would be annoying as you'd have to save backups of level files + you couldn't merge multiple diffs together

#

Diffs are much easier to mod with, at the cost of rebuilding the scene at runtime

#

But with the new method, it's not very slow

#

If you want to remove the modded scenes, you just disable/delete mod instead of deleting all your scenes and verifying cache

leaden kestrel
#

So it is a level editor, like Mario Maker then.
Or is it a level editor, and it's only to help make Modders who are already moderately competent make mods faster?

dark wigeon
#

I mean as long as you know how to use unity, it does all the hard stuff for you

leaden kestrel
#

See,
The thing I'm dancing around is
My computer can't run Unity.

dark wigeon
#

Why not

#

Unity usually runs fine on most computers

#

It runs on my crappy laptop even though it doesn't run very well

leaden kestrel
#

I don't know!
It's just that I tried to do the 3D rendering engine and it wouldn't open
And i couldn't find the 2D engine
The tutorials didn't work for me

dark wigeon
#

Like the whole editor doesn't open? Or you can't see the 3d window?

leaden kestrel
#

The entire time the computer was screaming at me
When I tried to run the 3d window, I couldn't see the editor
So I decided "it's not worth it"
Idk I forget most of the details
Besides the fact that the entire time the computer was screaming and heating up

dark wigeon
#

I mean, unity editor is basically just the unity engine

#

But I can't really help you because I don't have enough info, may be better to ask on unity forums or answers

leaden kestrel
#

I don't know
I just hoped that this level editor would easily allow me to make a Metroidvania
Oh well
Back to the drawing board
But what your purposing to do would probably lead to something akin to "Daughters of Ash," so
It's still cool

dark wigeon
leaden kestrel
#

that looks, actually
Alright
I won't eat up any more of your time
Thanks for the information
It cleared up a lot.

buoyant obsidian
#

That's awesome, Subnautica is one of my favorite games

dark wigeon
#

Veesus was working on an editor extension to read and edit the terrain and entities (not the usual unity scene format)

quick ravine
#

I found a couple bugs with the Custom Knight mod. Is that mod still being updated? There's a few places where the default knight is used that aren't on the template sheets.

young walrus
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Like waking up animations? Yeah that's known. And won't be fixed

quick ravine
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Also the Beast's den bench and arriving in the dream nail dream. But yeah I don't blame ya for not fixing those. I'm sure they're on some sheets with lots of other stuff... ยฏ_(ใƒ„)_/ยฏ

flat forum
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nah, they're just on other sheets

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as far as I'm aware

modest belfry
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Guys

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Wrong channel

marsh sundial
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I'm trying to build the modding api, but am not sure exactly what I'm doing

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I copy the stuff from the Managed folder into a folder named Vanilla inside the folder with the solution and stuff in it right

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then i open the solution and build?

copper nacelle
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yes

marsh sundial
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The output says 1 succeeded 1 failed, not sure what it means, is that a common error or does that mean it didnt work?

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also, visual studio is saying build failed

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Oh, could it be because i have randomizer installed, and so I copied the hollow knight game files with randomizer into the folder?

copper nacelle
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but what is the error

marsh sundial
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theres a bunch like Severity Code Description Project File Line Suppression State Error CS8356 Predefined type 'System.ValueTuple`2' is declared in multiple referenced assemblies: 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'ValueTupleBridge, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' Assembly-CSharp C:\Users\User\Desktop\Hollow Knight Modding\mods\base\Assembly-CSharp\IMod.cs 23 Active and ```Severity Code Description Project File Line Suppression State
Error CS0433 The type 'ICustomAttributeProvider' exists in both 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Mono.Cecil, Version=0.10.3.0, Culture=neutral, PublicKeyToken=50cebf1cceb9d05e' Assembly-CSharp C:\Users\User\Desktop\Hollow Knight Modding\mods\base\Assembly-CSharp\Patches\MonoModRules.cs 27 Active

totaling 39 errors

but i think my problem is that i had mods installed when i copied the hollow knight data in, because it keeps saying stuff exists in 2 locations
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so ill probably look into it on my own by uninstalling mods and then recopying the data and trying again later

copper nacelle
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vanilla is supposed to be vanilla yes

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not modded

marsh sundial
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yeah, i just forgot i had them

ebon pumice
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Ok I'm making the Bushy Knight, from the Greenpath theme. I'll try to replace souls by acid, this would be cool

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In the future I'll probably do one from Dream world theme

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I hope no one is currently making some CustomKnight like this

ebon pumice
fair rampart
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are multiple fsmactions within a single state executed in a specified order?

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and addaction puts a custom action at the end of that order of actions?

floral furnace
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yes

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top to bottom should be

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remember the index thing you asked way way back then, those are executed (afaik) starting from 0 up until the last action

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also that looks good etimo

fair rampart
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ah

ornate rivet
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and they're all done within one frame unless stated otherwise

weak lodge
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sigh

ornate rivet
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Knightmere senpai sighed in modding-development,
could this...could this mean he is making a mod???? uuwuu

weak lodge
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no but i guess i took a step up from im gonna do nothing with myself to im gonna use godot a little

leaden kestrel
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Have you had any experience with Coding?
Because Godot is basically the last "You too can make games" game makers that I have yet to try, so I would like to hear your experiences with it!

weak lodge
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no 56 does everything for me like 90% of the people here

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godot imo better than unity in many aspects

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also open source so

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i mean i had many ideas to mod hk but i am not willing to do anything

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so ill start small and maybe if i feel like it move on to c#

fair rampart
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Godot is easy to learn and the scripting language is very pythonic

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Python itself being a very easy language to learn

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the UI is better than unity imo

weak lodge
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i mean it has c# support

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but i think ill start with gdscript because how easy it is to get into

dark wigeon
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Godot bad performance unity good performance

weak lodge
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like the engine itself or the program being built on it'

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because godot was very slick and fast contrast to unity to me

fair rampart
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scripted vs compiled

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unless you develop in native maggotprime

weak lodge
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i see

dark wigeon
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Eh I mean the base engine can get pretty slow once you start adding a lot of objects but scripting is another thing

solar jacinth
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liking godot elderC

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just because its py

fair rampart
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ok buddy

solar jacinth
fair rampart
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:elderC:

leaden kestrel
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I really want to create a metroidvania
But I don't think I can anymore, now that Gamemaker Studio 2's demo has changed to being a trial version that only lasts for x number of days
Oh well

solar jacinth
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using game maker elderC

leaden kestrel
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I can't run unity rip
My computer can't handle it
not even the 2d stuff

solar jacinth
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wtf

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tell me the specs of ur pc

leaden kestrel
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Yeah
It's p bad
It screams at me constantly

solar jacinth
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if you can run dc you can run unity too

leaden kestrel
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...DC?
What's DC?

solar jacinth
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discord

leaden kestrel
#

Oh
Discord.
Yeah, I can run that.
The last time I installed Unity and tried it out, the 3d engine was so laggy that you could barely do anything
Let alone the fans screaming at you from within the computer
And there are much better platforms for 2d game design than Unity
You get unity because you want to make a 3d game

solar jacinth
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nah unity is fine for 2d

leaden kestrel
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Do you know of any easy to use softwares out there that I might be able to easily create a metroidvania for on a low (read: $0) budget?

solar jacinth
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ok buddy

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lol

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maybe use the game engine that team cherry used before unity

leaden kestrel
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Which was what?

fair rampart
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unreal engine 4

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scratch

leaden kestrel
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I actually used Scratch before trying to branch out into other engines actually
That's a lot harder to do a metroidvania in, tho

young walrus
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lol. there's no game dev software that's just ready made for metroidvania making. You have to build the framework yourself in whatever engine you're running in

solar jacinth
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yeah

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wait jngo why

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it wasnt scratch

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i dont remember the name

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just watch the mossbags team cherrys plot vid

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its somewhere there

ornate rivet
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stencil

fair rampart
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right ny b

jovial vault
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unfortunate

fair rampart
#

anyone know a way to check for different difficulty levels for a HoG boss?

copper nacelle
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I can't remember the exact check but it's in takedamage on hc if you want to check yourself

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Think it's on boss scene controller

fair rampart
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ok

safe hamlet
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yea it's on bossscencecontroller

fair rampart
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seems like BossSceneController.Instance.BossLevel is what I want but apparently Instance doesn't exist in the BossSceneController class

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ok nvm I'm dumb

fair rampart
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which part of a scene would have the bsc?

finite herald
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This is my rainbow puke rave Hollow Knight colors. First one I do, just a test, bored and playing with Photoshop as a new. It changes color constantly so you feel like you are in a party while playing HK, just a prototype. I will keep editing sprites soon so I can make newbie sprites to share with people.

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And the other one is the knight, I did it in a rush, didnt do one by one, I was just learning basic things.

young walrus
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I'll add them to the drive when I get home

unborn tusk
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why

young walrus
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Do you have a particular name in mind for it

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Rainbow puke rave?

finite herald
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Its not really a serious one, but yeah, Rainbow Puke Rave

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I might get quick edit a bunch of huds as well and I will send them to you. Nothing fancy, just colors, so people have a lot to choose from, since there's only two current hud editions if I recall correctly

solar jacinth
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ngl i dont like the hollow knight skin

finite herald
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Aight, I sent a white silver pure vessel, and purple green zote to trying. And also some huds recolors. Once again i'm a newbie in photoshop, so they probably aren't something good, i basically just used gradients for some, change colors for others, saturations, etc. but I still think some look kinda cool. Will be doing skins, some migth combine with those huds ๐Ÿ˜„

hazy sentinel
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woah u know trying???

finite herald
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Not really, he just mentioned he will add the ones I published before and said that he will add them to the google drive. ๐Ÿ˜„

safe hamlet
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who's trying

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o mick

weak lodge
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o nick

solar jacinth
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it took me way longer than it should to understand this

fair rampart
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do I get the BossSceneController component from a certain object if I want to check for a HoG boss difficulty?

safe hamlet
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just use the instance property

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it will prolly be populated when you are in a boss scene

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or field can't remember what it was

fair rampart
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my IDE complains that it can't resolve Instance

safe hamlet
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weird

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but that's wrong either ways

fair rampart
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I had a feeling it was

safe hamlet
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it's a field, so you assign it to something or use it directly