#archived-modding-development
1 messages · Page 465 of 1
How did you animate her
I honestly don't think too many things need shading or redrawing
there are some things that you can even just paste shading on top of them (some vine attacks probably)
And other can just go through color change
@rare briar Opentoonz
gm
Even though it's afternoon for me
But it's what you said
The sprite in itself looks fine
You can only notice the shading issues when you compare it to vanilla sprites
I somehow made the outlines pixelated so ignore that for now, but how does that look?
everything always derives into the lines being too light
It's an easy fix though
next time I'll make sure to draw them dead black, like the original sprites
I don't think they're dead black
If you look closely, WD has a tiny bit of blue
crystal guardian for example doesn't have black outlines on the crystal parts
maggots as well
well duh the crystal would look awful if had black lines
I think this might require some playing around with
HoG-White Palace

the one before Winged Nosk is Broken Vessel/Lost Kin, right?
@shadow lantern if you mean in hall of gods, the order is broken vessel, lost kin, nosk, winged nosk
👍
About how difficult would it be compared to other things to add a new charm to the game without replacing any existing one?
a lot more
that is true
@fair rampart having PTSD right now
So if I wanted to, first time attempting to mod this game, add a charm, I've 'ought to replace one or make it an ability?
yeah it's much easier to just replace an existing charm
found it
Why is the Knight so shaky (when I spawn it in the white palace)?
Ah that makes sense because the shakiness gets fixed when I ride another elevator
thank you
though I'm not sure how to fix that
okie
nope, could it be this (it's from the lift fsm)?
yea that was it
Did the scene transition keep the state locked?
is there a way to print the line number in a Logger stacktrace?
@copper nacelle
kinda sorta
You have to convert the pdb to an mdb
And then you can put that in the same folder
and use a debug unity build
and that'll work
slams table WHAT ABOUT A HALLOWNEST GLORY MOD
WITH THE ARCHITECTURE UNDAMAGED, THE HUSKS UNINFECTED AND WHATNOT
why do you need to convert it to mdb tho
unity mono
boomer technology
o 56 i have a question
in cpp, say i have a template, is there a way for be to declare the implementation like outside the header file?
because i get undeclared external symbol thing when i try that
you put it in the cpp file
And you have a basic representation in the header file
i did that, it didn't work

does having it as static make a difference?
yes
static outside a class means that it won't be shared outside the file
🅱️ruh
wdym by static outside a class?
like if I just had a cpp file
let me just show you what i have
static void yeet(int x) {
return x / (x + .001);
}
Like this wouldn't get extern'd
bruh.h
//assume bruh class
public:
template <typename T>
static someType bruh(T b);
bruh.cpp
template <typename T>
someType bruh::bruh(T b)
{}
o wait
the static shouldn't be on the second one
since header says it's static
anyways, i thought it would work
but i get unresolved externala symbol or something
implementing right under the header file works (also works if you have it in another class but you also import that into the header file which i found kinda weird)
why are you adding static at all
because i need it to be static
maybe i am just using a bad design
what i am trying to accomplish is like a helper method that has a generic param
angle bless us with your knowledge
this works (where i have the implementation in the cpp) but looks weird
but what part
the include "helper.cpp" part
SO says that the reason it doesn't work is the compiler needs to "instantiate" the template class so it must have all the declarations in the header file for it to be able to do that and it can't just look in other files since you could have lots of it everywhere
yes which is why it looks weird
i guess i can name the extension as tpp so it's clear that it's just a template declaration like this SO answer
that might be more optimal, thank
aight it works blessed
also, i have come to the conclusion that vs isn't very good for cpp
it's so poorly supported
i stated that wrong i think
there is this one problem that annoys me
when i remove a cpp file right, it doesn't delete it from the drive
so if i try to create it again with the same name, it complains that it already exists

discord mobile ultra dark mode
bruh mobile client and desktop client is synchronized, cursed
o i can disable it
also, i assume you can't get that on ios
doesn't work 
How could I make it so that the charm here draws on top of the translucent UI background? sortingOrder doesn't seem to work
renderQueue = 4000
It's completely undocumented as far as I can tell but that's the value to make things overlay

On the material
Yeah that's what I did to make the hitbox mod lines draw over everything
I used Diffuse, not Sprites/Default
Idk how much that matters
I tried it with Sprites/Diffuse but nothing changed
there was the death count mod
@fair rampart
Why can't you just copy a charm's go and use that then?
For some reason the copied charm moves way off screen and the charm copy turns back into the copied charm when equipped
sigh
idk
How do I change the charm notch cost of a certain charm?
save-editing
How do I do that?
pin in #archived-modding-help for charm numbers, if you need it
not sure if they're listed with names or numbers in the save
the keys you're looking for are prefixed charmCost_
@fair rampart Which file is that in?
your save
?saves
Saves
Windows File Paths: (Assumes Default Steam Install Path, Adjust accordingly for DRM Free or Non-Standard Steam Path)
Game Files: C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\``` ** ** Mac File Paths: ```Save Files: ~/Library/Application Support/unity.Team Cherry.Hollow Knight/ Game Files: ~/Library/Application Support/Steam/steamapps/common/Hollow Knight/hollow_knight.app/``` ** ** Linux File Paths: ```Save Files: ~/.config/unity3d/Team Cherry/Hollow Knight/ Game Files: ~/.local/share/Steam/steamapps/common/Hollow Knight/```
It is normal that there is the face of the Knight because I have not finished adding the face of Hornet on all the sprites.
I finished drawing Hornet where she uses the Dreamgate.
I still have 4 files to complete.
This is in progress.
awesome
Thank you!
so cute 

@rain cedar was there anything about the multiworld that we should be aware of? Like, no save/quitting or something weird?
I don't think so
10 hours ago is also good
is this the must uptodate ver
yes
great
Hello
hello
hello
hello
nah, I just wanted to ask if it's the same thing 'cause I wasn't encountering any problems
I was wondering if anyone was working on a program/mod with TAS-like capabilities, such as frame stepping or just slowing down time? If there already are any out there, could someone send a link cause I can't find any.
libtas already exists on linux and works for most programs maybe even hollow knight not sure yet but hk has some unique limitations related to its rng being a total blackbox
and the game doesn't handle things frame by frame
but second by second
thus the game behaves differently at different framerates
I tell you want though. if you wanna tas hollow knight AND you're a c/c++ coder AND you use linux AND you know about dlsym AND you are okay intercepting all the unity engine calls to the stl random library, AND you know c# AND you want to rewrite all the game code into fixed framerate code, then you could create a tas with libtas but this tas would not be reproducible/console verifiable since it relies on modding both the game and system
heck a lot of PC tasses were rejected from tasvideos for the longest time for this very reason, no way to verify that the tas isn't modifying the game system
56
do you have any idea what enemyhpbars is doing wrong
I think it has something to do with the placeholder for the lingering hpbar
but I never notice the lag/stagger outside of ToF
it's bad
u
Idk but I can take a look later
hey
does anybody know what is used to make the entrance to Land of Storms open?
my guess is a boolean
nope, it's after you get all bindings
and then closes itself
what you're thinking of is the other memory
for which I guess I can also ask what's used
okay I can just force then 2 with a mod so you can always access it
any idea what determines the random chance for the dream?
is it possible to set it 100
anyone play fortnite here? because i got a corrupted file and i need someone to upload it for me
what does this have to do with hollow knight modding
just verify your game files. epic game launcher should send a new one
@young walrus unfortunately, i i tried but stills the same problem
this file that is corrupted is FortniteClient-Win64-Shipping.exe
This has nothing to do with hollow knight
So I kinda don't care
Go find a fortnite forum or something
Or Google it
It might just be the file name like for what is used for gmod/tf2 modding whers the files are named hl2.exe
sad
Eh
Need halp
Sly too laggy
Need to delete the backround or sum
If anyone can help me plz dm me
okay so
to be more precise
I wanna remove the audio here
(okay nvm I just removed the whole object)
I can't seem to find the object that leads to you interacting with Salubra
the one that makes Shop appear
inhales i'm trying to make a custom knight for my oc and-
this is going to take a while :'))
jitter?
very tiny misplacements in the sprite that aren't noticable in the sprite sheet, but in-game you can see them
just constant moving a teeny bit to the left or right from where it should be
"I'll kill a thousand more... Will that be enough, father?"
This is the story of how Zote and Life Ender became the champions of the Colosseum and swept Bretta off her feet. It is a 100% true story if you are overly generous with two 0's.
This video uses the Hollow Point an...
is an example of slight jitter
notice how when standing still Zote kinda
wiggles
ah this is just a sketch so i'll arrange them and make them cleaner when im done
yeah, yeah
just saying to try and be as precise as possible when positioning yer OC in the sprite sheet
thanks ill keep that in mind
oh fuck oh god that zote ak47 mod is the most hysterical shit ive seen all week
honestly same
is there a way to know which dialogue is what
wdym
the way cornifer's note is named like
card
just a sec I took a nap my brain is at like 3% functionality
I think CARD is what he leaves at the ground
for all the ellderbug dialogue
just log language get
hadn't you done that already though
I'm half-sure there was a .txt with all the dialogue
yes
but
this is translated

lemme see if I can find the originals
I only need the names of the dialogue thingies
and a way to trigger whichever one I want whenever I want it
Gradow how is the progress on the unnamed mod you won't tell us about that may or may not involve angle
dead
not really
but I have been unintentionally misleading angle
I always tell him I'll be back
but I never am
so just another 15 minute break
just like my dad
gradadow
I have a question
tell us reeee
how do I axe some particles
I wanna
make the foreground flies in Crossroads not appear
and the spider silhouettes from deepnest
Are the spider silhouettes particles?
You would just find the GO name and destroy it
the ones in the foreground, crawling all over your screen
just a sec
yeah that's what I'm doing with everything so far
(I should probably try to optimise it and have it destroy en masse everything with one .go)
(instead of having a billion GOs)
You would have to redo it everytime the player reenters the scene
I currently have it there, yeah
smth like private void NewRoom(Scene arg0, Scene arg1)
yea you can do if (arg1.Contains("Crossroads")) //Do be doing the destroying
they seem to go by the name of fg_swarm, but
if (go.name.Contains("FG_Swarm"))
{
UnityEngine.Object.Destroy(go);
}
didn't seem to make 'em go away
ya sure?
I'm gonna try that, then
effort
how are you finding the go papers?
oooh are you going to start working on your silent hallownest mod again Papers?
yep
most things are done, I just need to implement the harder stuff
and to test
I think you already did the thing where you can trigger getting an object after a certain dialogue
need to figure out how to spawn those glowy things in some places where I want them and get them to give you what I want
anybody know what triggers this?
well, I
destroyed Blurplane
and now all the rooms have visibly ridiculously intricate backgrounds
I'm kinda tempted to keep it that way
there was a bug early on that deleted the blur plane and I loved it
a few areas are a bit janky but a lot of the game is amazing with it removed
nice
only notable place that needs a touch that I can think of is the bench in QG
the one with a giant statue of the king in the background
one that I remember was top left of the spell twister room iirc
have you tried finding the seal thingies with nes's editor papers?
actually, they probably have an fsm so it's easier to use the pfsm editor
there's Binding Shield Activate
hey, Saleh
hey
is it possible to have the particle system from one room in another
I wanna try dumping the Land of Storms rain in CoT
you can copy it and do DontDestroyOnLoad(yourGO)
if it has an fsm, you might have to deal with the fsm
wait papers
add the lightning effect too
in CoT?
that would be amazing
I would, in all honesty
is there another place you have in mind?
I just need to figure out how I'm supposed to copy it over
in all honesty, not really?
only problem I can see is that it could get annoying for the player
in what way
screen constantly flashing
the rain particles might be called ruins_rain btw
true
you're supposed to enjoy the scenery for all its depressingly empty glroy
and then go back to Elderbug and tell him
rinse and repeat
Land of Storms has white palace particles, big brain lore theory time
(any other cool places to enjoy the background of?)
white palace has a cool background
oh yea
smh do the LoS rain first
imagine a light/dark based boss in Land of Storms

gonna go to the abyss brb
oh yea abyss has a bunch of towers too
show
Lol
There are a lot more mods
rival
elderc
why are we concerned
Did I mess something up when updating modlinks? Modinstaller doesn't register my rando 3 as up-to-date, but I'm pretty sure I put in the right sha1
You did the dll and not the zip right?
yeah
Nevermind, I guess the modinstaller I was using was old
Modinstaller is the true randomizer, tbh. I never know where it's going to be on my computer, or what's going to happen when I click on it
@solemn rivet how could you do this to me you know I can't make the entire thing
you said you were going to pick up cigarettes at the store
Lol
ok mr. Lol
are you making a sprite sheet from nothing?
No-
layers
Ye-
k. just checking. since every sprite has a defined space and stuffs
Okie
I drew around 60% of Hornet's head on all the sprites. After I have finished drawing all the heads, I draw the clothes.
why is she a shade?
Lol, nice
My gosh y’all artists got a lot of time
said the coder after spending 12h debugging a missing ;
, and ; are the worst
how'd you do it
do what in particular

make the charm overlay work
it still isn't working as you can tell by the faded charms in the collection
but I did get the equipped charms showing on top by just instantiating an existing charm and modifying its properties
how would I go about with duplicating a certain object
I have the vague idea of running a check when entering a new room for an object with the name I want and then for every object with that name have it do Instantiate
question; can you customize the masks? like the health bar-
@lilac field
Nice!
yeah @lilac field see Hud.png in the sprite pack
hey, Zal
good morning
how're ya?
no
cool vibe
@ornate rivet hit us with that sweet sweet FGK mod update, senpai 😩👌
ps: is there an official title for that mod yet?
oh she catches him at the end - that‘s so cute 🤗
@gilded lotus you part of that mod gang as well?
o whats this-
fightable 5 great knights
:0
so, seems like the LoS rain is the same thing as the CoT rain
but has something pushing it right the entire time
why did i make it harder for myself to give them a poncho
The official title is 5 Knights at Graddy's
wheeze
Is there a mod where you look like Zote
Amazing
how did I make the modlog appear in the corner left in-game
"FirstRun",
"TopMenuVisible",
"InfoPanelVisible",
"EnemiesPanelVisible",
"ConsoleVisible",
"HelpPanelVisible"
which of these do I set to true
if it was even from debug
yeah
in ModdingApi.GlobalSettings.json
oh wait it's in the Api
you have to type it in yourself
why tho
okay for some reason the code for more rain isn't working
wdym by that?
is it destroyed when you clone it?
is it even finding the rain to begin with?
I have
no clue
and you know what it's 10pm I'm sick and have a headache
public class DHallownest : MonoBehaviour
{
private void NewRoom(Scene arg0, Scene arg1)
{
GameObject[] gos = GameObject.FindObjectsOfType<GameObject>();
foreach (var go in gos)
{
if (go.name.Contains("Ruins_Rain"))
{
Instantiate(go);
Instantiate(go);
DontDestroyOnLoad(go);
}
}
}
}
this is the entire code
wait, I added a DontDestroyOnLoad(go);
this is the entire code
I tried doing a Log(""); after Instantiating but it gave an error and I'm not in the mood to fix it
don't Maggotprime me
fool
what are you even maggotpriming
I mea, honestly?
I have no idea what I'm doing
bruh debug it
anything is better than this
what error do you get
try catch it
or seem to, at least
if it's up to date it should throw unity errors into the modlog
how did you know there was no error without looking at output log
ooh
my galaxy brain told me so
I sensed no disturbance in the force
no bad vibes in the air
and I knew


the modding channels are, indeed, a very newbie friendly enviroment
where we all care for each other and try to help each other grow as people
very welcoming
thank you 56
feelsOkayMan
I mean if you're not looking at the output log or modlog it's not going to be a nice error to solve
it do be like that sometimes
well, Grenade's thing doesn't seem to have worked either
is 2.0.0.0 the latest QoL?
pretty much nothing in QoL
hmm
from the .json file?
Debugmod.Globalsettings.json
best charm 10/10
appropariate reaction to getting MaggotPrime'd
good video
now do it outside of godhome
it may or may not not work
I had to clone existing charms from BuildEquippedCharms' gameObjectList and then modify some fsm variables and fields
thanks
are the first two pv attacks but charms
yes
yeah
😤
DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[Singleton] An instance of ModCommon.ContractorManager is needed in the scene, so '[Singleton] ModCommon.ContractorManager (UnityEngine.GameObject)' was created with DontDestroyOnLoad.
Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
sick af
that's like the only thing I saw that could be helpful
It's not a root gameObject papers
those look very nice
it's parented to something
rest is jibberish
The copies you're instantiating won't be parented
So you could dontdestroyonload those
Idk why you're doing that in the first place though
Unless you want rain everywhere
I'm just trying to
yes
I want to duplicate the rain particle thing twice or thrice
the ones that spawn rain
yes
But do you want that duped rain everywhere including like cpeaks or whatever or
then why are you making them last forever
though I'd keep a test version for the funsies
fair
I thought they were just getting destroyed immediately
seemed worth trying
but it seems like they aren't exactly being properly copied or something because I'm not seeing any more rain
I assume you're actually running NewRoom somewhere which you haven't shown right?
try logging something after you instantiate
I couldn't and I'm too tired to figure out why plopping in a Log("something"); didn't work
Throw the entire thing in a try catch and LogError(ex.Message)
^
full thing
includes removing background blur, just about all the enemies and starting a new game annihilates more or less any NPC and boss
where tf do you run NewRoom
you dont hook NewRoom, do you?
there are no hooks in regards to that method
and it's not a special unity message
therefore
it will never run
wat
your method never runs
it does not run
the Monobehaviour one?
yes
since the other thing runs just fine
well that would neatly explain it
in the monobehaviour class, you need to hook the method at the start.
void Start()
{
USceneManager.activeSceneChanged += SceneChanged;
}
Now everytime a scene is changed, SceneChanged is run
brb gonna go get medication for my headache
cursed indentation
there
it really is
oh papers you will need using USceneManager = UnityEngine.SceneManagement.SceneManager;
@gilded lotus can i have some assistance
unfortunate
what do you need help with
@fair rampart those pure vessel spells look awesome! what are they like damage-wise? furthermore, did you think about using PV's focus explosion, too?
yes we do
currently they do your nail damage amount'
is there a way to make one mod dependent on another? Saleh mentioned something about serialization
cause I'm working on the charms in a separate environment from five knights
Angle's somewhat done it, I think
with grimmchildupgrades half-depending on having InfiniteGrimm to level it up properly
yeah it's just a ref
if you want it to be optional you check if the mod is loaded using reflection or checking a field on one of the API classes and then call a method which actually uses the ref separately
Because if you separate the method it only dies when trying to use the ref if you call that method
yeah I could have done that but I think directly using a mod as a ref is much cleaner so that's the approach I went with
redwing also includes blackmoth in a similar way
speaking of blackmoth someone resurrect gradow pls
Jesus
and does he apply that to every enemy?
truly
he should make it so that he can add stuff to the canvas rather than just adding the whole component
or you know just destroy it
the former option is prolly better tho
the latter is less effort 😤
true i can live with less effort
lmao
ok buddy
can't hide from git blame buddy
look at the screenshot
yeah
the commit beside the line
are you gonna stream today
3 am coding moment prolly
something to do with the bar disappearing too soon/too late?
I honestly have no idea
prolly sid
most likely tbh
56 has finally fixed the thing??
no I told gradow why the thing is broken
ez pr i see
git blame shows it in hooks right
but that just removes MonoBehaviour.
which takes you to the initial commit
which takes you to the initial code
Oh right. I need to see what this hollow point rounds mod is.
if (PlayerData.instance.GetBool("equippedCharm_32"))
{
HeroController.instance.ATTACK_DURATION_CH = 0.15f;
HeroController.instance.ATTACK_COOLDOWN_TIME_CH = 0.05f;
}
else if (!PlayerData.instance.GetBool("equippedCharm_32"))
{
HeroController.instance.ATTACK_DURATION_CH = 0.41f;
HeroController.instance.ATTACK_COOLDOWN_TIME_CH = 0.36f;
}
@open delta
code I used for a ridiculously fast quickslash from a fun little mod I put together like 2 years ago
So when I tried to compile it after editing it, it doesn't let me.. ; w ;
what are you compiling
Like edit the value of it, then compiling it. Since I'm using DnSpy.
You'll have to set it in initialize/awake if you're using dnspy
don't use dnspy
Since that stuff is set at runtime by unity
that's the easy solution anyway
So what should I use?
the modding api probably
it's so easy anyone can use it
hey uh sean it's been 1 year has anyone made a better example mod with monobehaviors to link people instead of my awful gist file?
same lol
I is mostly off in my own server and the only reason i got pulled back here is for gradow but gradow be dead 99% of the time
good news - I successfully copied the rain
bad news
this is what happens afterwards
@open delta
if you gotta, unequip and then equip a charm to trigger it
I can probably make it even faster but it's already ridiculously fast as is
Ohh thanks!
QS?
quickslash
was too long to spell out
also may or may not break quickslash but I dunno
I put it together in the span of 5 minutes
@flat forum pretty sure that's from an nre
@copper nacelle the problemI have or something else
main menu missing meme
your overhaul of the code for the mod caused that >.>
Ok buddy
the dll you gave me yesterday does not use the reflection stuff
Where is the fookin gun
pins
Then where are the fookin pins
My intellect is unparalleled
?i
Reminder: The mod installer (https://radiance.host/mods/ModInstaller.exe) and other modding resources can be found from the pinned messages.
no you disable it with the mod installer
ok
Wow I'm a normie
How do I take it out on pc
thanks for your patience with my stupidity btw
i've honestly never used the mod
whaddaya mean
no I mean
the current version of the mod
that's on Github
that 56 reworked
makes the game big crashy crash
but I can't shoot
can you see the gun
yes
now I hold for shooting right
that's the correct channel for questions like these
I dunno what the shoot button is
try the spell button
or hold attack I 'unno
development of mods yes
moddevania
no
how long are enemy iframes?
As long as it takes
is the windows build of hollow knight 32 bit?
yes
yuck
well I guess I can't complain too much about the windows version being the worst version
what I can complain about is why there's code like this
oh my god it's worse
team cherry use a bitmask

help
no
sad
yeah
Alright cool, only stuff I already have
why do I need FSMView?
to view the fsms?
I've played the game multiple times, and am familiar with c sharp and unity. Dont know what and FSM is though.
finite-state machine
i.e. how this game is coded
some of the game is in the assembly, and you can check it with dnspy
but most of it is not
"coded"
""coded""
yeah figured
you're a good man jngo
tomjon - this is the "final" boss - The Hollow Knight
welcome
I thought the final boss was Sisters of Battle?
is this joke
yes
wow this is my first day here
I was born here
lol
anyways, I'm going to try and build that online multiplayer mod people keep asking for in the steam chat
how would that even work
the closest working implementation of that we have is multiworld
maybe like that celeste multiplayer mod
which is only multiplayer in the name tbh
what's the point
it doesn't enhance the experience
nor does it provide a new one
it's just the same game
but now you can pogo off your friends' slashes
I think that's a new feature of the viewer, sfg
that THK picture was taken on the first installment of the viewer
like, the literal first
where you had to install the fsm dumper mod
go to the scene with the relevant fsm
I disagree. I was talking to a bunch of people on the celste ghost net server, and all of them agreed it would be more fun if you could watch your friends die with you, and just wander around with other people
find it in a folder
edit the file (just the first line tho)
and open it with an html
but tomjon, imagine that actually happening
people would just wander off on their own
this isn't like celeste
there's no linear progression
it's an open map
No they wouldn't
most likely, repeat players would group up around first timers, and just follow their pth
that's... Not happening, realistically speaking
why not?
because repeat players would just steamroll the bosses
and the first timers would just stand there watching
they would arrive at an arena
and the boss would already be dead
and they'd have no idea
no, each player fights the boss seperately
they can see the other player, but not where the other player's boss is.
so it's literally just watching other people play
HAve you used the ghost net mod? It isn't what you think it is.
I have
I used to jump on top of people's heads
it was great
make them miss that sweet 9A golden
Bosses would work the same way oshiro and badeline do
I mean
or maybe, you could see the outline of the boss
I'm not stopping you
but only your boss would actually be colored in
and I'm not saying it's impossible either
quite the contrary
it should be piss easy
Just make it so room transitions dont occur unless both players have taken the same exit 
no
People can go seperately or togther
there is one map that all people using the map are on
the only way I can imagine a multiplayer coop metroidvania could work would be if the progression was tied to both players
there could be groups spread out everywhere
so each player would help the other one progress, and vice-versa
or everyone could be dying on radiance repeaedly
but, spoilers, that's what multiworld already does
It isn't limited to 2 players.
I just think it would be neat to be running past people as you walk down corridors
yeah that would be
ok
Or to enter a boss battle and be greeted with 20 dying noobs
but "I think it'd be neat" isn't enough
It's neat enough that I'm willing to learn how to do it...
there's need to take in quite a bit into consideration
not really
just do whatever comes to mind tbh
no
that's why I'm working on that new mod
the only thing that changes is that you can see where other eople are
with that same mentality
do you just want it like minecraft multiplayer
better idea: add DS bloodstains to Hollow Knight
where you can play both alone but also with other people around
and multiple people can do the same thing
yes
but they're mostly independent
YUP
will there be a need for a server-kinda thing
THATS IT

