#archived-modding-development
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so idk if this is allowed but im working on a hollow knight minecraft mod and i need some help
how so
i just cant make it alone
this is very descriptive
i need help creating dimensions and mob codes
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
alright
@split ledge If other people are making the dimensions and mobs, what is your contribution?
im currently working on it, but it has proven difficult for a single individual to do alone
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
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
how do you view the different layers in hollow knight?
ooh, thanks
have shockwave hitboxes always been this small
yeah, they are weird
also how much health will he have
yeah if you're using FK's or GPZ's jumping shockwaves
can I try him
soul tyrant's are bigger
you can help me test it out if you'd like
my IDE says that Texture2D.LoadImage can't be resolved
ImageConversionModule
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
yes
rip unity 2017
OnTriggerExit
Imagine importing unityengine.dll
how does knight pass through enemies when he takes damage
Just here to repeat Sugars Question.
isInvincible
How does the Knight Register the Hit but not be effected by physics collisions.
probably removes the collider
would fall through the floor...
If so, why does neither the enemy nor the player fll into the ground.
but he flies
because that's not how it works
ah
epic
So why do the enemies not fall through the ground? and hit walls?
^
?
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.
all GOs are sorted into layers
It's as easy checking which layer the go you are colliding with is in
fairly certain TC did it as an playmakerfsm
atleast on the version I have installed
it just
oncollide(collider c)
if(c.layer = terrain)
unmove it
else if(c.layer == damage && !isInvincible)
takeDamage
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
its way more janky
cause of TC's shit code
a much, MUCH nicer way of doing it is
having multiple hitbox types, hitbox, hurtbox and pushboxes
So, the code you explained, Katie, seems like it is only for Player Damage, right?
you can have different hitbox types in unity?
^
oh nvm
implement your own, or use some variable
just a child go?
yeah
i implement my own
of course 
some red hurtboxes d be cool
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?
i guess they collide with world trigger with player , not sure why
i think they are both triggers for hit detection
enemies might be actual boxes though
So they have a Collider that hits the player and a seperate Collider that hits the world, correct?
probably, they have a bunch of hitboxes usually
why would they do that tho , just use oncollision
on different layers
So how does Parry Detection work? and Shield Detection?
same way
shield is just a int set on stuff
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;
}
}
Another thing I have never understood is how enemies register when they've been hit. What triggers the "TakeDamage" Method
it literally should just be
return cardinalDirection & invincibleFromDirection
Thanks for the above code. Seems helpful
i mean its trash if you're making your own stuff
Do you know anything about the Knights attack Hitboxes and how the Enemies Register them?
yes
they have DamagesEnemy component on them
theres a playmakerfsm on each enemy iirc
that checks for collisions, if collide does it contain DamagesEnemy
if it does, call HealthManager.Hit
y
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.
i would highly recommend doing nothing like TC
honestly doing random stuff, will probably give you a better code base
wonder if katie will like how ss is coded
itll be the same
but jack vine?
so
thats the new guy
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
I thought they were the artist and Designer, respectively
then why do they have him
because the game literally ran like complete shit before
and they got him to change the really slow bits to c#
poor william and ari ๐
and im fairly certain they have jack doing fancy mechanics
over code base
thats why they got cool ass smooth movement in ss
in conclusion:
more efficient coding practices aren't required for your game to be good
uh no
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
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
this game is so good they had spend months reprogramming it to get it on switch 

fun times it must be
hk would have probably had better code if tc hadn't broken up with that one company
smh
I wonder why they did
with that one company?
I haven't heard of this before.
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
look up the nail values online
where?
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
thanks!
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
i cant get to 21 as its not a multiple of 4 i can only get to 20 and 24
fuck
debug will let you get back to 21
oh nvm xd
if your value is zero the first 4 you add count as 5
the rest count as 4
i guess damage values are bount to be odd numbers
summ up is im a fking hacker and i fixed it with my gamer power
ah sht i deleted the hud
i dunno are you?
I didn't realize replacing sprites could be done with just a single line
?
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
how do you spawn the waves?
because once you do get the GO, i think you can just get the SpriteRenderer component and change it from there
it's the arena high waves that appear when TL does the ground pound
so they already exist and I'm trying to access them
oh yeah you use the fsm state action for the spawning right
looks like it spawns them from a spawnobjectfromglobalpool action
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
if I did spawn them manually, how would I go about destroying them after a certain amount of time?
add a component
with a script
that checks the time when its spawned
and destroys it when time.time-spawntime >= whatever
wouldnt Destroy(nameOfInstantiatedGameObject, floatTimeToDestroyIt) work
then again that means itll just suddenly vanish
alternatively I could just make the time relatively large so that it destroys offscreen
you could just check if it was onscreen
ooh

are there any other GameCamera events besides EnemyKillShake?
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?
hmm
There are a bunch if you search by string for EnemyKillShake @fair rampart
There's some class with like methods for them or something
they're in CameraControlAnimationEvents.cs I think
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
what's your code for getting them
wave.GetComponent<tk2dSprite>() and wave.GetComponent<SpriteRenderer>()
I get a nullreferencexception when I call wave.GetComponent<tk2dSprite>.GetCurrentSpriteDef() or wave.GetComponent<SpriteRenderer().sprite
try
getcurrentspritedef().material.mainTexture
and check if wave had sprite renderer or if its children do
yea it doesnt
you need to get the sprite renderer from children
from slash_core in this case?
can I assign GetComponent<SpriteRenderer>().sprite to a sprite sheet?
cause that didn't change anything
wonder why mine's not working then
does .sprite get the sprite or does it still return null?
returns null
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
I got the right go this time
it's just that assigning the sprite to the sprite sheet I want isn't changing anything
I'll try destroying the component
destroying the component did indeed make the waves disappear
assigning the sprite does nothing?
nope
You have the spritesheet the waves are coming from, right?
yes
Try
waveChildThingy.GetComponent<SpriteRenderer>().sprite.texture.LoadImage(byte_data)
instead of trying to replace the sprite data
now to figure out how to access the waves for the normal slam
cause these waves were instantiated manually
epic
any ideas why the waves here are on different layers?
I set both their z's to 0
the left ones actually go behind the plants in the bg
this looks better tbh
how are you instantiating them
Instantiate with just the game object as an argument
couldnt you try adding the spawn position to the params
^
its either
gameObject, parentTransform
or
gameObject, vector3position, quarternion
yeah
never

still on different planes
try logging the vector 3 position the moment it spawns
possibly overrided by something, for some reason
nah it was like that before I changed the sprite
does it collide with the player
well this is weird then
maybe show the code
you sure your changing the pos of BOTH of them? and not just the other one?
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
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
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
cause otherwise the bottom of the wave is in midair
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
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
it was at 0 initially
still nothing?
nope
yeah
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?
yeah
then you just repeatedly call SpawnWaves x times of how many pulse you want
yep
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
alright I just instantiated the left and right ones independently
they look fine but they still go behind the plants
but whatever
both of them goes behind the plants?
yeah
regardless of spawn z levels?
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
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
nope ๐
ughhh wtv, you just do what you did earlier
sorry about that
i thought vec2 was the one causing this
well I found out my solution didn't work either lmao
fucking a
my last guess something inside that go itself is the one thats affecting its z pos
good shit
use eular angles instead
no
that's what I used initially
you dont deserve eular angles then
Maybe not eular angles but I do deserve Euler angles


hi mino
hi sugar
also any modder how can i get a layer mask variable's index number
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
save the old texture and load it back
I actually found it easier to just have a copy of the old sprites in my assets folder 
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
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
what's the hook?
OnDestroy is Unity's version of a finalizer
it's a unity method
ok
Destroy(me);
no, no, it's world.execute(me)
why would you want moss grotto to be a hk mod wtf sucrose

why does hornet tumble into the 1st dimension
i see

goddamn touhou 17 is looking great
holy radiance
oh god
smh should have had this in PC
Why
what's next
a flukemarm that spawns primal aspids that shoot three crystal spikes, teleport and she spawns them twice every second?
tbh a flukemarm that spawns primal aspid shooting crystal spikes is a good idea ngl
they are bassboosted 
Epic
@fair rampart is he supposed to not exist
.-.
do you have pale prince on
there's conflict between the two for some reason

for some reason
this is what I get for stealing your code
oof
Are you just using the lever instead of the dream toggle for the look/feel?
yeah
TL doesn't seem like a very dreamy guy
the lever switch feels more raw if you catch my drift
traitor lord is one of the few characters to voluntarily take in the infection
i mean
i agree
but
it sure is not
seems you got it to move at least
yes that is the problem
why does it do that
i did
did it work

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
what happens with the dream switch
the thing you mentioned earlier
just pale prince alone has the glowing stuff not work sometimes if that's what you mean
cursed glow
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?
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
oh
sometimes it comes back when you return to the HoG from a boss
yeah settings are fucked for whatever reason
it thinks it's the first toggle every time with both on
ech
why tc are not hiring people here instead of jack vine
they can't spell either it's a perfect fit

Maybe I fucked up GetVariableHook or something
you
bring back the _
what
it doesn't call get variable if pale prince is loaded
really makes you think
oh wait the underscore isn't in the client jsut in the .dll name 
Unfortunate
oh it does
the other one just doesn't have a prefix
i am bad
idk why it's broken
I see
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
Yeah this stuff is beyond my small brain knowledge of modding
I appreciate you looking into it
well i found something
Fortunate
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
Interesting
so if you want to ruin everyone's lives hooking scene changed and then throwing is the way to go
pog
Are you gonna implement that frame delay in one of the projects?
yes
probably both
it'd be shitty for someone to make another mod and it break again
incredible
yeah I think I made it visible by setting the Sprite then setting it active?

yeah
just higher or is there anything else
A little to the right as well, and I wanted to flip the alt statue to distinguish it from the original
i have found the problem
is that like the default behavior of the alt statue?
not the default
it just is the behavior
BossStatue.SwapStatues (line 382 of the class)
can we override it?
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
ah ok
me irl
very mood
moody blues mood
use your psychic powers to switch it
@fair rampart
very cool
i would make the rising up smooth but i am also too lazy to do il edits
cool very
on a sidenote the mod seems really fun
very cool
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
Nope
in my case waitforframe fixes all your problems
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?
thanks mr number individual
"This console can be toggled once this setting is set to true by pressing f10."
bruh
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_(ใ)_/ยฏ
is grounded only returns true if its colided with a sprite with a box collider , it doesnt work with tilemap colliders somehow
why
no
very descriptive
FeelsOkayMan

@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
I thought that was already on the drive
idk
It works to my knowledge but I also haven't made a mod with it
Cool

That is many
yes
oko
this is like :omegamaggotprime: levels of mood
Yes
this looks very powerful ngl
That actually looks very cool damn
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
I copied Saleh's from pale champion
https://github.com/SalehAce1/PaleChampion/blob/6b364395563bdc7516a233b03a34e02a0eeeba9f/PaleChampion/PaleChampion/PaleChampion.cs#L36
Just replace the bunch of scene names with the scene name and go you want
aight this is like a 3 layer copyi- steali- borrowing at this point, thanks
dunno how to isolate an explosion specifically
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
well there you go, thanks
Saleh 2 quick 
Don't forget you also have access to the hierarchy of all GOs in all scenes
besides every non-workshop godhome scene because everyone is too lazy to get them
good shit
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
ill just print everything in a forevery loop
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
what unholy abomination is this
Holy shit that's EPIC
ralph
blessed video
@fair rampart I pr'd the statue thing btw https://github.com/jngo102/HollowKnight.Traitor-God-master/pull/6
how do you backup savefiles
@56#1363 yeah I saw, didn't get to take a look until a few hours ago because long vacation flight
understandable
But when I build it on my Linux computer I have problems

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?
ah yes
haah
no
why
wtf
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
Idk man I haven't read any of this
you are ruining my life
it's like 2 messages
the scene.name thing dies
if you try and use it in the coroutine
but only for that one
yield return more idk
@copper nacelle is there a reason you deleted the csproj
fuck
was trying to ignore the changes I made
Because my refs are in a different spot
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
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
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
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
no he drowns
100% no questions
I tried it out and now he freezes specifically after the third sickle throw
I'll look at it again tomorrow
like after he throws the 3rd one he just fucking loses motor abilities?
but without the trails it works perfectly i assume?
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?
yes
well adding an if statement didn't work 
you sure you're checking the correct go
I'm never sure when it comes to modding
use try catch with a ton of logs in between each statement 
can't go wrong with that
is that not how you're supposed to check for errors 
I wasn't saying fix it with a try and catch smh
oh...
hi
hi๏ผIs this mod complete?
no
oh๏ผI expect it
do you think throwing 3 spears with trails is too much
never
this is basically primal aspid meme but the shots are faster, have larger hitboxes, do double damage, and leave damaging trails

sounds good
make it so, once they hit a surface, they split and reflect 3 other projectiles, also with their own trails
you
should I try to separate my code across multiple files?
yes
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
have you tried subbing to seanpr, 56, and mickely on subtember
have you tried looking at the source code for boss mods made by others
look at code from those boss fights
just not saleh's
receives no response for like 10 minutes
"guys wtf why does everyone hate me"
no u
pins
https://github.com/jngo102/Crystalblobbles
Does this seem good enough to put on the modinstaller
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
glorious
how do you bring up the modlog in game?
idk why it took me this long to ask that question
I've been looking at the modlog file after closing every HK session
tbf for your case, i was manually putting the DLL repeatedly after every build in the mod folder for like a year already
sigh
should tone the knockback down but it should be good
ttacco how do you make the player fly up so well
a good point
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
this is ingenious
no its dumb, but it works
something something ss release date joke is just as dumb haha upvotes to the left
not dumb
dumblebee
fix for the next room editor when
okay, can somebody tell me what the room editor is?
a thing, that edits rooms
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?
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
Hey it's me
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.
nesquack with an update, I'm going to start working on it again today
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?
exactly
What if you wanted to make a shortcut where one wasn't previously?
Or add an enemy? Is that supported?
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
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
Right randomizer
uh.... red something
Kind of, but like,
It's a randomizer that gives you the same seed every time.
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
time to get to work
So are you the main developer of this mod?
Or of a different mod?
Yes I am
Oh! Cool!
When should I expect the room editor/level editor mod to be at least acceptable for human consumption?
why would you eat it
Idk
yay
I will show progress off
But because it's unity, I never know when things are gonna work
Yeah, like daughters of ash
Like, map upgrades to the game, and such
That's what I really want
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
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
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
Tiny edits can easily be diffed
randomizer already does stuff like that based on your loadout
...how?
I've never actually gotten into the modding scene, tbh
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
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
I know you can load assetbundles, I mean exporting an asset bundle while the game is running
Yes
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?
Assetstools
okie
Idk it's not my fault
Wdym pick a block @leaden kestrel
@ornate rivet blame uabe creator
for what?
You know, place down a platform, select a block from this wheel
Press 1 for a platform, press 2 for an enemy
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
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
ah ok
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
this aint no mario maker
No, we're talking about the room editor, not unity's build in editor.
Wait
Well then, what's the mod do then?
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
which is why it only works in the scene itself
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
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?
"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
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
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?
I mean as long as you know how to use unity, it does all the hard stuff for you
See,
The thing I'm dancing around is
My computer can't run Unity.
Why not
Unity usually runs fine on most computers
It runs on my crappy laptop even though it doesn't run very well
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
Like the whole editor doesn't open? Or you can't see the 3d window?
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
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
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
This is the closest to an in-game editor I've made in a unity game https://www.youtube.com/watch?v=JXZWC8vzWfo
that looks, actually
Alright
I won't eat up any more of your time
Thanks for the information
It cleared up a lot.
That's awesome, Subnautica is one of my favorite games
Veesus was working on an editor extension to read and edit the terrain and entities (not the usual unity scene format)
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.
Like waking up animations? Yeah that's known. And won't be fixed
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_(ใ)_/ยฏ
I'm trying to build the modding api, but am not sure exactly what I'm doing
I copy the stuff from the Managed folder into a folder named Vanilla inside the folder with the solution and stuff in it right
then i open the solution and build?
yes
The output says 1 succeeded 1 failed, not sure what it means, is that a common error or does that mean it didnt work?
also, visual studio is saying build failed
Oh, could it be because i have randomizer installed, and so I copied the hollow knight game files with randomizer into the folder?
but what is the error
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
so ill probably look into it on my own by uninstalling mods and then recopying the data and trying again later
yeah, i just forgot i had them
Ok I'm making the Bushy Knight, from the Greenpath theme. I'll try to replace souls by acid, this would be cool
In the future I'll probably do one from Dream world theme
I hope no one is currently making some CustomKnight like this
This should be looking like this, what do you think about it?
are multiple fsmactions within a single state executed in a specified order?
and addaction puts a custom action at the end of that order of actions?
yes
top to bottom should be
remember the index thing you asked way way back then, those are executed (afaik) starting from 0 up until the last action
also that looks good etimo
ah
and they're all done within one frame unless stated otherwise
sigh
Knightmere senpai sighed in modding-development,
could this...could this mean he is making a mod???? 
no but i guess i took a step up from im gonna do nothing with myself to im gonna use godot a little
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!
no 56 does everything for me like 90% of the people here
godot imo better than unity in many aspects
also open source so
i mean i had many ideas to mod hk but i am not willing to do anything
so ill start small and maybe if i feel like it move on to c#
Godot is easy to learn and the scripting language is very pythonic
Python itself being a very easy language to learn
the UI is better than unity imo
i mean it has c# support
but i think ill start with gdscript because how easy it is to get into
Godot bad performance unity good performance
like the engine itself or the program being built on it'
because godot was very slick and fast contrast to unity to me
i see
Eh I mean the base engine can get pretty slow once you start adding a lot of objects but scripting is another thing
ok buddy

:elderC:
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
using game maker 
I can't run unity rip
My computer can't handle it
not even the 2d stuff
Yeah
It's p bad
It screams at me constantly
if you can run dc you can run unity too
...DC?
What's DC?
discord
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
nah unity is fine for 2d
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?
Which was what?
I actually used Scratch before trying to branch out into other engines actually
That's a lot harder to do a metroidvania in, tho
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
yeah
wait jngo why
it wasnt scratch
i dont remember the name
just watch the mossbags team cherrys plot vid
its somewhere there
stencil
right ny b
unfortunate
anyone know a way to check for different difficulty levels for a HoG boss?
I can't remember the exact check but it's in takedamage on hc if you want to check yourself
Think it's on boss scene controller
ok
yea it's on bossscencecontroller
seems like BossSceneController.Instance.BossLevel is what I want but apparently Instance doesn't exist in the BossSceneController class
ok nvm I'm dumb
which part of a scene would have the bsc?
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.
And the other one is the knight, I did it in a rush, didnt do one by one, I was just learning basic things.
And a different color hud. lol
I'll add them to the drive when I get home
why
Its not really a serious one, but yeah, Rainbow Puke Rave
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
ngl i dont like the hollow knight skin
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 ๐
woah u know trying???
Not really, he just mentioned he will add the ones I published before and said that he will add them to the google drive. ๐
o nick
it took me way longer than it should to understand this
do I get the BossSceneController component from a certain object if I want to check for a HoG boss difficulty?
just use the instance property
it will prolly be populated when you are in a boss scene
or field can't remember what it was
I had a feeling it was
it's a field, so you assign it to something or use it directly


