#archived-modding-development
1 messages · Page 459 of 1
got it
can you directly instantiate a preloaded gameobject?
yes
I've been trying to instantiate Hornet Boss 2 from GG_Hornet_2 as a test but she doesn't appear
actually I changed the scene to Deepnest_East_Hornet_boss cause I get a key error w GG_Hornet_2 that idk how is happening
Did you set the object active?
did you set position
I had the position argument for instantiate set to somewhere within the arena
question are you using dictionaries
yeah
and other GOs worked for that dictionaries right?
cuz i dont fucking know why, but placing the GOs i found on a dictionary would screw them up so i temporarily added them as declared static objects instead
when I try to instantiate the preloaded GOs directly?
cause I haven't had any success with those
if im getting this correctly
what youre doing right now is
preload > get go > put it in dictionary > get it from the dictionary > instantiate it
right
yes
hmm, well that was my original issue before, placing them at dictionaries would fail, so what i just did for now was make a static global gameobject variable named "examplePrefabGO", place it there, then once i need it i just do Instantiate(examplePrefabGO)
im just saying all of these cuz your issue MIGHT PROBABLY POSSIBLY PERHAPS be related to this
so like
Instantiate(prefabGO);```?
well try testing it like that, but what i mean is, you dont put the GO inside the dictionary anymore
instead of
preload > get gameobject > put inside dictionary > get from dictionary > instantiate
you just do
preload > get gameobject > put it inside a static gameobject var > instantiate that game object once you need it
just see if it works
you put the preloaded go in the static go var in Initialize?
go = preloadedObjects["Scene"]["GO"]; and then in another file:
Instantiate(filewithgo.go);?
yeah
again im not 100% sure this will work, but it might just be a similar case with you
i honestly have 0 idea why its even happening with a dictionary, because conceptually it SHOULD work no problems
nope
pensive, well sorry i thought you had a similar issue
I'm getting a NullReferenceException when I try to load an asset using AB
even when the path containing the AB exists
hmm show code for getting asset bundle
spawning hornet should work btw, I've done it before. You say she doesn't appear, is the go null or just not appearing. And it might be an fsm issue.
given up on trying to spawn PV at the end of PoP?
Depends on what you mean with giving up 
It'll be finished alongside propeller knight and fluke goddess
make it 
It doesn't detect floor. It's set to only move around within a certain range but changing the constraints doesn't seem to change anything
When I logged the hornet go == null I get false
my code for the assetbundle is
_bundle = AssetBundle.LoadFromFile(path);
Sprite[] _tisoSprites = _bundle.LoadAssetWithSubAssets<Sprite>("TisoSprites");
"tisosprites" being the name of the ab and "TisoSprites" being a sprite sheet bundled inside it
when I logged path, it printed C:/Program Files (x86)/Steam/...\tisosprites
dunno why it's a backslash there
tried replacing it with a forward slash, then all the forward slashes with an escaped backslash but still couldn't load from the ab
the result was the same when I tried LoadAllAssets too
It printed with 3 dots?
no I just didn't want to write the full path
all the path delimiters were forward slashes except the one created by the Path.Combine between the streamingAssets path and the ab file name
Is the bundle non-null
_bundle == null logged as false
Are the sprites null or
idk cause I always get an exception there 
not specifying what exception you get with a stacktrace 

like
what is the stacktrace
Is the NRE within the LoadAssetsWithSubAssets or does that method throw because _bundle is null
yes
System.NullReferenceException: Object reference not set to an instance of an object at Tiso.StartTiso.Start () [0x00000] in <filename unknown>:0
And it doesn't get past the sprite array assignment?
nope
you're 100% sure _bundle isn't null?
my boy
- binds stronger than ==
whoops
You're checking if ("Bundle null? " + _bundle.ToString()) is null
that's why it only said False 
yes
Real line number hours
wow look its saving almost done
you can even save your work and load it instantly now
oh and all components are allowed to be used now, aside from monobehaviours
awesome
using the dreamnail next to a debugcollider seems to freeze the game
you can still pause though
Q
yeah I found that out too since I use WASD
it's for like frame advancing i think
do you want that GO that youll add a component to damage the player, or be damaged?
be damaged
HealthManager?
ok
on another note, I'm trying to add a collider, DamageHero component, and EnemyDreamnailReaction to GO Tiso Boss
alrighty yeah that should work, HealthManager has its own Hit() method that accepts a HitInstance to damage it
I logged between each line and it passes but no hitbox exists when I start the fight
yes
set it activated?
did you check output_log
so you can have an active GO but an inactive collider, right 56?
Yeah
what should I be looking for in output_log?
sometimes it complains that it can't add the component because it's incompatible with some other thing and then throws no exception
also is there a SetActive method for BoxCollider2D?
there should be, otherwise, ehem, dont let saleh see me say this
.active = true; should work too
.enabled
misremembered then my bad, they all seem synonymous so i get them mixed up
these things happen
Gee Tiso, How come your dev lets you have TWO Boxcolliders?
cause I added one of them 
modding hk is bad
ok editor update uploaded https://github.com/nesrak1/HKWorldEdit2
it won't load in the mod yet but you can save it
who wants to bet I can beat silksong
Edit: my editor racing silksong not me completing silksong lol
if you release it first yes
provided you havent beaten silksong already
what? you haven't already? That's slow
think I encountered one of those component incompatibilities
couldn't add a rigidbody2d but no exception was thrown when I tried to log it
Oooh The editor is done now?
Ah
So...What are the features in this Level Editor?
Anything that will make adding shortcuts easier?
Yeah, but I don't really get it still
I need Unity (Which maybe I was not downloading it correctly, I might have to go back and do it again)
But once I do have unity, I will be able to create mods easier?
You can do stuff with Unity but you don't have to
My mod for the game would be literally adding in shortcuts throughout the game
are new scenes and gateways next on your list after fixing the mod? @dark wigeon
I need to look into that, but yes, once I add the ability to get sprites from other scenes, I'll add new scene support
okie
Oh this sounds like it would EXPLODE mod creation
Especially for those mods in the vein of "Daughters of Ash"
elite modder
Are those capital lower case letter İs?
You mean "İ lİve İn turkey"
lol
The go preloader doesn't seem to save radiance orbs correctly.
I printed the path name for it and it was "Radiant Orb" but when I try to get ("GG_Radiance", "Radiant Orb"), it says it cant find it
not sure if it helps, but Radiant Orb is a prefab stored in Dream_Final_Boss
maybe the preloader is just wrong
I don't know what it is, but it may not be able to pick up on prefabs
It's never been wrong before but yea it might be, because I can find it if I load the scene and search for it
is the preloader a mod thing or a hollow knight thing
mod thing
It's not in the hierarchy of the scene
sigh
guess I wont be updating DoH
give me like 10 minutes
I can probably get the radiance instead, and get the orbs from her fsm
that's probably what I have to do
Yeah looks like prefabs without actual places would've had to be created by monobehaviour
sad
Can't think of a normal way to get it, but I do know a really bad way how to
tell me, just for fun, I'll probably do it the fsm way anyways
Create an asset bundle from it and load that
that sounds amazing actually
I don't think there's another way to get a prefab without an initial pptr
So yeah I think getting it from a script that references it is a lot easier
I can check the dependency graph
Lol
In dream_final_boss, its in the PersonalObjectPool monobehaviour
It's also in the attack commands fsm as well
So just look for a PersonalObjectPool object, look through the prefabs (should be the last one)
I like where this is going:
https://streamable.com/eq32v
not sure about that one
wtf
randomized benches when
ultrajunk pit: benches and soul totems are randomized and can spawn out of shinies
cursed ultrajunk pit: instead of benches, it spawns dream warriors
Updated DoH
DoH but hornet attacks with benches now
Better , make a bench boss fight
Hollow Knight but there's benches literally everywhere
Every instance of a vessel is replace with bench
bench mimic when
Bench Mimic would be great. 😂
custom knight bench sprite sheet when
Wow, this is annoying. Pulling out the laptop was a mistake
Don't worrry though, se has given me the god solution
hopefully it will fix when I am not on a hotspot
Well, yes, since my license expires on July 16th, I have a bit of time before I have to worry about that
if it were September, I might be more worried though
so it turns out my damagehero component wasn't working cause the go wasn't on the right layer
still working on how to make a go with a hm take damage and how to give the flash effect when you dream nail
theres a flash component afaik
hold on let me check for it
yeah theres literally a SpriteFlash component
then just call flashWhiteQuick();
noice
can the output file from PrintSceneHierarchyTree be viewed in FSMViewer?
Nope
darn
what files does FSMViewer take?
the level files?
level files yeah
You could probably modify it to take jsons from like the fsm dumper instead though
Which is just JsonUtility.ToJson
any idea why this might be happening
Looks like the SpriteFlash is broken or being activated continuously
I'm more worried that the former is happening
looks like the spriteflash is ignoring the sprite's transparency
might be nice for modding

how does the dbg method work
thought so
i have done this just not in a method form
it would definitely reduce the frustration of logging a lot of things
logging the material of the spriterenderer says Sprites-Default
When I added the white flash to propeller knight, I just made it myself, my material was Sprites/Diffuse Flash so try changing it to that instead
new Material(Shader.Find("Sprites/Diffuse Flash"))?
it's not finding it for me
eeee
oh wait lmao, diffuse flash is the name of the custom shader I made 
try Sprites/Diffuse

I've tried that and it didn't fix it
it still spawns the white rectangle
yep
honestly just use this
https://answers.unity.com/questions/1074261/make-a-sprite-blink-white-when-hit.html
hmm, I used it with assetbundles


actually, you should be able to without assetbundles, right?
You make a shader class then do something like
new Material(reference to shader);
what
no
:MAGGOTPRIME:
oof
on another note, how do I use HealthManager's Hit to make a go take damage?
Wait, name it Diffuse Flash.shader and use Shader.Find("Sprites/Diffuse Flash")
issues with the shader ttacco?
oh, well best bet you have jngo is just to steal saleh's hit source code
uh what code
cuz im thinking you need to get the GO on collision, then get the hitinstance inside of it (if it exist) then manually apply it on the Hit method
the way you made PC damageable
that's just adding HM and setting it to the right layer
I think jngo already knows that
think we may be in the same boat creating a boss from a completely blank go

Asset bundles are cool
I wanted to make sure 2 moves that would be impossible to dodge together didn't happen together and I wanted a quick solution
ah
@fair rampart
It didn't work?
no
assetbundle time then? 
sure
imagine modding hk tbh
imagine playing hollow knight to begin with tbh
Also jngo, why do you need HM's Hit()?
oh shoot actually
you need all of this stuff added to hm https://github.com/SalehAce1/Propeller-Knight/blob/master/PropellerKnight/ArenaFinder.cs#L134 @fair rampart
to get hits to work
unless 56 knows a better way
the reason the flash isn't working might be because of the same thing
a prefab is probably null
thanks i hate it
i have waited
same, pls it's past my bedtime
Ok stop waiting
nes might be orbiting a blackhole
Bold of you to assume I haven't already entered the black hole
i want to enter a blackhole
i mean if you entered wouldn't the messages be unable to get out
Also the editor has diffing basically working now
lmao then just enter one its that easy lmao 😂
Nah these messages are just really delayed
56
You know, black hole time differences
are you tryna question big brain gamer science
discord messages are faster than the speed of light

also yeah saleh you could do that in a way which wouldn't make your eyes hurt
would be a bit slower though
how
what that be

typeof(HealthManager).GetFields?
foreach (FieldInfo fi in typeof(HealthManager).GetFields(BindingFlags.Instance | BindingFlags.NonPublic).Where(x => x.Name.Contains("Prefab"))
{
fi.SetValue(_hm, fi.GetValue(hornHP));
}
ah ok thanks
shouldn't the hm and value be switched
reflection 
what are the args for setattr
obj to set field on, field name, field value
then how is it that

ain't SetValue(the object to set value of, value)?
is it
o no, i meant the setvalue thingy
yeah i figured that out
you meant BindingFlags right?
yes
yes
you saw nothing
it's a start
it just works
awesome
Has customization gone too far?
Mmm, this is some peak TC content here. 19 of the benches copy correctly. Of the remaining 3, one covers the player transparently and the other 2 are there but invisible
Guessing the sprite is a background object at the same location as an invisble bench in those cases 
I have no idea why my assetbundle is null when the file path to the bundle exists
@fair rampart
You used the assetbundle broswer right?
and you are using Unity 2017.4.10f1?
and you set the asset bundle's build target to either standalone linux, windows, or osx based on your operating system?
and you get it with
AssetBundle ab = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, filename));
and you are getting the file named after what you named the asssetbundle?
gotta have em
@floral furnace yes
well, that probably explains it then
because ive been using 2018 for the asset bundles
sigh

I'll edit the guide so it says that
very good
I'm getting an issue where the bundle becomes null when I refight the boss
the assets load fine the first time
why are you reloading the bundle
how should I go about it?
I mean you could just read it once and set it to a static var on like the mod
ah
or if you have a .instance w/ a public property
wow busted
wow ruined
There's a set stack trace type thing
you can have it log unmanaged exceptions
Nice
Very nice
if you used bundles there wouldn't be any errors 
owo what
is EnemyHitEffectsUninfected supposed to do something?
looks like exactly what I need but it doesn't work for me
explain to my walnut brain please
stuff like uninfectedHitPt need to be set
what kind of go would I assign to that?
ah
the same way you did it with the healthmanager
um depends on what you're replacing
if it's public you don't need reflections
and also, that sets all variables that have "prefab" in their name
uninfectedHitPt doesn't have that (also it's public so you wouldn't need to do this for it either way)
the preloader sometimes can't find the scene and go I'm looking for
what does it say
at System.Collections.Generic.Dictionary`2[System.String,System.Collections.Generic.Dictionary`2[System.String,UnityEngine.GameObject]].get_Item (System.String key) [0x00000] in <filename unknown>:0
at Tiso.TisoSpencer.Initialize (System.Collections.Generic.Dictionary`2 preloadedObjects) [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMod (IMod mod, Boolean updateModText, Boolean changeSettings, System.Collections.Generic.Dictionary`2 preloadedObjects) [0x00000] in <filename unknown>:0
at Modding.ModLoader+<LoadMods>d__6.MoveNext () [0x00000] in <filename unknown>:0 ```
is this for a specific scene
so does the error occur because it can't find Lancer or the scene
pretty sure it's the scene bc I can't load any go from it
The error is thrown from your mod
I think this is all my code regarding the preloader
ok Jason
ok Mohammad
but Saleh is also my actual name
Mohammad I sleep
Mr. Ghaemi real shit
email and three are good Es if you are looking for more
thank you
but could I be doing anything wrong in this code?
I see from propeller knight that there's GG_Hornet_2 then Boss Holder/Hornet Boss 2
Are you sure lancer is unparented
I am not
I got it (I meant I got it as in I got the path name for lancer smh stop these false elderCs)
teach me ur ways
Ok so in the enemy randomizer folder in the gdrive there's a bunch of scene dumps
find its full name
You get the scene you want and then you just find Lancer in there and it'll be associated with a path
Note that GG scenes aren't already dumped but you can just use unity scene manager active scene changed and just call print scene hierarchy tree if you have a modcommon ref and that'll get you one very easily
I'd use the GG scenes over the colo scenes as that's one enemy compared to like 30
But I'm not exactly sure on the load times so e
yeah
does a Scene have a PrintSceneHierarchyTree method?
I just see PrintHierarchy
that is it
it also outputs to the Mods folder?
probably
would this hitbox be bad?
can you stand under the blade on the right and not have the knight be touching the sword
if so yes
cool
just don't actually put hitboxes on any of the attacks and the player will think "Wow, all these swings keep coming really close but I keep dodging them!"
now you gotta make it only backswing
^
backswing really does suck
it's only a little bit
Unity polygon colliders are pretty easy to set up if you're using editor
if you wanted it to fit with what hk does, they use polygon colliders and do like
Might as well just take like 10 second to roughly trace the attack
as thats how they do it in vanilla
Nah use magic wand tool
ok I'll do that thanks
np


racist
it's not that much more white, but have you tried changing the color of the sprite
also have you tried using the correct shader
as opposed to
I'm not sure I understand what you mean
ok I figured it out
not saying the answer 
stackoverflow vibes
I used the custom shader I had for flashing when hit and set the self illumination field to 0.23
Tk2d doesn't use the normal unity sprite shader
I'm not using tk2d
Right, that's why they didn't match
but it worked fine with propeller knight
Was propeller knight full white
I wonder if you could just steal the tk2d shader and have it work fine
But I'm sure you can play with the settings to make it close enough
yea that's what I did
modding hk is a bad idea, don't do it
you're right, it's very addictive
it's very addictive until you suddenly lose all motivation for multiple months
erudashi
very true
i can confirm
this ain't it
Is it viable to create new areas ?
yea
but no one has done it
and it will be painful for the first person who does it
at least, until the hk map editor nes is making adds new scene support
is it the same for new sprites ?
new sprites are easy (look for assetbundles in pins)
I've kind of done new scenes before for testing purposes
https://youtu.be/eH9lYO7ak6I
I suggest making an easy mod first to get familiar with the modding api, then moving on to adding new sprites
i suggest being jngo
Yep this seems way more complicated than creating mods for fallout
hi
also subbed
https://www.youtube.com/watch?v=fuFTmh14Xo4 this is the peak of modding btw
Pale Champion is by far the most impressive modded boss i seen
that's cause you haven't seen my epic mod
oh yea :p ?
imagine if sid shadow dropped nightmare dreamers mod with all dream warriors modded
yea no
that's not gonna happen
i was gonna give you the mod to finish
i need to add some stuff to marmu, then i will give it to you
i know that's what i said a month ago too :^)
imagine finishing mods
but I already have 5 mods on hold smh
is it hard ?
modding?
it requires dedication more than skill
the modding staff here are more than capable of helping through the difficult stuff if they feel like it
I would like to create atleast a basic boss or something small i love to create stuff
that's totally possible
the people here are very helpful
agreed
Is someone making an anime boss or something because of what i read above ? or were you guys just talking about sprites
local man omegaluls at self 2k19
I'm making a Fennel boss fight
uh isn't that top down?
what 
smh weeb
Hey im fine with elder bug fight in dirthmouth too
I started doing my own skin for the knight and geez it takes time
I lower my hat to the ones that made the ones in the drive
I mean if you do it at a 45 degree angle you can do half of both
A reply to "is that top down"
waiting for hollow knight low quality mod where everything is just piexels
everything is just pixels right now
you know what i mean lmao my bad
Play hollow knight but it's one pixel and one hz audio
Hollow knight but the audio is played on a real piano by a robot
Oh also doesn't th 1/2 have fighting games
Adding PolygonCollider2D and DamageHero, and setting the layer to 17 should get damage working right?
because it's not
Hollow knight but enemies are replaced by dead memes
or everything is a primal aspid

LMAO
oh yeah @polar garden
Resize the window to it's smallest and make it fullscreen to get this effect.

oh no
@fair rampart that is probably the most horrifying thing ive ever seen in my entire life
uhh can anyone provide feedback for performance/feel?
tap focus to swap between nail
Tested it 2 seconds before going to bed and with the limited time I had with it, I can say that I it felt pretty good
looks really nice
having to constantly tap the attack button will get a bit annoying though I think
especially since it seems to do little damage
oh yeah sorry about PV, i have no idea why but it doesnt affect him yet
also yeah im planning on doing burst firing by upgrade, so youre supposed to be shitty firing until late game, but i just testing it for the performance for now
yeah thats another bug, just swap it
reloaded save?
i am assuming gun is vs
ok so i just cannot swap
that is weird
what is default focus button
i had it on Q for me
unless i am an idiot, and i forgot had it swap provided you have vengeful eugh
nope shouldnt be
that is odd
The skin i'm making is very simple, just a wine-red cloak, but it consumes me
well more to the bug list then
i never had that issue so thats weird
unless its from a reloaded save
wdym reloaded
quit save, load save
what to heck taco
i literally dont know why thats happening, i might just have some hooks fucked up
Today I learned to never underestimate the pixels
changing those sprites ARE tedious yeah
And I fear that when I try it will look wrong and have to fix it.
Sorry to bug yall, but do you know how to get/set up the randomizer mod ;;
?i
Reminder: The mod installer (https://radiance.host/mods/ModInstaller.exe) and other modding resources can be found from the pinned messages.
install the installer and install
i tried it on a new save on mine, seems to work fine
that is quite peculiar
this is like chadgwchadomegathink levels of confusion
so yeah sorry about that, hence i wanted others to test it cuz shit like this always happens to other users
alright i got vs and still cannot swap
still broken
am i supposed to be on current patch or is this for 1221 or something
what the heck, well thanks for trying it, im guessing its broken for some people so at least i know theres a problem
I'm getting a glitch where if you enter a save, leave, then come back, the gun is gone
if you swap it it should work
pressing focus still logs "Swaping weapons"
thats discord for you
alrighty, one more to the list, thanks
it works the first time

yeah reloading saves is broken
by reloading i mean
quitting to menu then loading a new save
afaik i think i just forgot to destroy most of my stuff on quit
Any recommendations for making skins for the knight?
EEEEEEEE
the sprite for the asset I'm trying to load won't show up but the other components (like box collider) work fine
well this sucks
thats big pensive moment
every moment spent debugging hk mods is a big pensive moment
every moment spent debugging hk mods
you mean 90% of the time right
correct
every moment spent debugging
hk modsis a big pensive moment
every moment
spent debugging hk modsis a big pensive moment
Just finished the Sprint png
Gonna test it
Ah
I need both so I can test it
...

Gonna take a rest
Had more than the recommended dose of pixels for a few hours
You can leave the default sheets in for testing only one
??? So you mean only changing one sprite?
only one sheet
So mean I only change the sprint sheet and leave the other ones at default?
sure
Nope doesnt work
Ooooooohh
Makes sense

Now that I think about it, you could probably be able to make a rainbow cloak
Is there a better app than gimp for doing this?
wat
unfortunate
🅱aitor 🅱od
ok
@hazy sentinel gun? @floral furnace
what gun lol
HOLY SHIT
ITS A LITERAL GUN MOD
that is the point yes

Samr
ok i fucking love this mod
its actually a fair tradeoff for not letting you use any of the shadow abilities
and if you would make the gun shoot just by holding the attack button it would be amazing lol
@fair rampart
Did you actually get the white flash to work without a custom shader?
cause I might need to do that with this mod 
nope
oof
can someone please explain why she goes from looking too bright to normal when the fight starts?
my code literally changes nothing material/shader/sprite related
does it change z coordinate?
no
It fixes itself the moment a non-intro animation starts
nvm you were right homothety
thank you once again

very 
I finished all the attacks, all I have to do now is add the ai and sound
at this speed, I might actually get to replace all hk bosses
hey can anyone tell me how to add mods on mac?
yusuf go
there is a mac installer pinned in #archived-modding-help
you just run the .app
takes a bit to startup
thank you
you're welcome yusuf
56 how do i find it
he already gave it to you in modding help
you've literally gone to every modding channel, asked this, and have been answered multiple times by now
my point still partially stands
fair
looking at ultrad code for the first time in a year and

You're not Alek
oh shoot, me bad
something something haliitti pasta
o yea i turned into a girl because i thought it would be funny

@fair rampart that was the plan, but i remembered you cant hold buttons because nail arts exist and i dont wanna unexist them, so i just opted to add burst fire depending on your stats/nail level
_> cough
QoL broke, and also broke other stuff yayyy
ah I forgot to update the api
the benchwarp error was a thing before iirc, it doesn't really break anything
also I updated the api now
It's just that as a new thing QoL has an option (by default on) to log exceptions for unity to modlog
which is nice for monobehaviours in mods
I'm trying to implement the fade thing but it's not changing anything.
The shader I am using has the property:
_Color ("Tint", Color) = (1,1,1,1)
I initialize all the image GOs
afterimages = new GameObject[5];
for (int i = 0; i < afterimages.Length; i++)
{
afterimages[i] = new GameObject("afterimage");
afterimages[i].AddComponent<SpriteRenderer>();
afterimages[i].GetComponent<SpriteRenderer>().material = _sr.material;
afterimages[i].AddComponent<AfterimageFader>();
}
In update, I have
afterimageTimer += Time.deltaTime;
if (afterimageTimer > 8f / 60)
{
afterimageTimer -= 8f / 60;
afterimages[afterimageIndex].GetComponent<SpriteRenderer>().sprite = _sr.sprite;
afterimages[afterimageIndex].transform.position = gameObject.transform.position;
afterimages[afterimageIndex].transform.localScale = gameObject.transform.localScale;
afterimages[afterimageIndex].GetComponent<AfterimageFader>().BeginFade();
afterimageIndex++;
afterimageIndex = (byte)(afterimageIndex % afterimages.Length);
}
and in the fader class I have an Ienumerator that does
float f = 0.5f;
while (f >= 0)
{
Color c = sr.material.GetColor("_Color");
c.a = f;
sr.material.SetColor("_Color", c);
f -= (Time.deltaTime * 6f) * (60f / 40f);
yield return null;
}
Color b = sr.material.GetColor("_Color");
b.a = 0;
sr.material.SetColor("_Color", b);
@leaden hedge
I don't get why it changes nothing
but _sr.material.SetColor("_Color", 0.3f); on the real fennel works fine
I'm not using Unity's default shader
I didn't do the coding in unity editor
the main go or the images in the fade class?
the fade one
yep they show up
did they not show up before?
nope
changed the while loop to
while (f >= 0)
{
//Color c = sr.material.GetColor("_Color");
//c.a = f;
sr.material.SetColor("_Color", new Color(1f,0f,0f));
f -= (Time.deltaTime * 6f) * (60f / 40f);
yield return null;
}
yeah Time.deltaTime is 1s / 1s
- 6 is 1/6
- 1.5 is 1/9
and it starts at 50%
so its 1/18th of a second
and it starts obscured by her too 
so then how did this code work for you 
katie senpai
its always nice to share salehs mods at hk discussion with no context
hey wheres the health bar I made for fennel 
health bars are for the weak
she has one in momodora
i would also make the afterimages spawn like twice as often btw
her slam also doesn't spawn waves in momodora
https://streamable.com/kp8qp
so
¯_(ツ)_/¯
stolen code from traitor lord

I wrote it though
probably like purple and white
sorta like how void spells are black + white
pure purple would probably look jank
hmm alright
I'll probably have to ask someone else to do that though
and that someone else is
mino...but they're pretty busy so who knows
ah i just think it'd be meme to have them leave mines like that one boss in deaths gambit 
the amount spawning isn't randomized like in the game and overall it doesn't look as good
https://streamable.com/sa0of
I'll go through all the moves and try to clean them up once everything else is complete though
do you have a video of that boss
Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/faraazkhan
honestly with how easy it is to dodge, and how vulnerable she is
it'd probably be a good idea to make lightning worse
yep
or maybe you could make something like the circles pv has
that explode around her as she slams her hand
also make the lightning cover half the arena 
That too 
actually make the lightning spawn like the spikes pv spawns
and have the pv orb protect fennel
also how customizable is your slam
can you make the front like twice as big like ya boi zote 
the jump to slam slam, right?
the spawn method has a size parameter
exact same move
okie
and his front wave is like double the back one
now this is epic
hot
@unborn flicker https://github.com/homothetyhk/HollowKnight.BenchwarpMod/pull/4
ah, thanks
I think there might be a few more herocontroller references that I need to fix. I got a little lazy during the last update because I wasn't using the modlog anyways
But I'll check for sure
And I can also fix the menu now, so actually this is good timing
they thought hornet walk was op
also the spacing looks fine on the lightning
I'd just make the hitboxes smaller
okie
like they are way too big rn
agreed
oh wat lol
so in the real game, the indicator for a dash is a bubble thing?
PV's circle explosion will never be not not uncool
^
this should be good enough I think
https://streamable.com/am6hx
very good
it's part of the lore 😎

Copy the thk fsm
Or just be lazy and do full random attacks
Blasphemous bosses are almost completely random and it works okish
but the boss doesn't feel good when you do that
oh god now I'm getting stackoverflow
haha noob
Today, I think I will make Benchwarp less messy 
Use enums instead of magic type/zone numbers
Ok, I have the mapzone enum on hand already. Not sure where the respawn type enum is (KP is the only one that isn't 1 anyways)
blessed
fwiw you can also make the functions the delegates call be a function you make with another function
Yeah, having 50 panel methods was actually silly in hindsight
I think the bench class might have knocked out over 1000 lines
Well, even that could be a lambda
This seems like a potential issue with the api
A bad preload call from Benchwarp prevented rando from preloading, then rando crashed, then the api didn't load (at least, no top left text)
ah
it is the person's issue
What was the bad preload call
did it just not have the object
I had just changed the preload when that happened
it wasn't happening before when I made all the previous changes
Is that the full stack trace?
Ok, I rechecked. At the main menu, the last line is
[INFO]:[API] - Checking preloads for mod "Benchwarp"
The error occurred after selecting a file
Sounds unrelated to the preload
well, randomizer never preloads here
If it gets to the menu fine then dies on save load
I'm not having a game crash



