#archived-modding-development
1 messages · Page 468 of 1
yeah even with the HP scaling you still were way stronger compared to vanilla
because the scaling for the enemy hp was way slower and capped way sooner than everything else
could just be a separate version of the mod
I mean making both an update with and without scaling
we did indeed
Well the original mod just with the mask fix is in that zip, my edits to scaling and enemy hp are in a subfolder labeled BonfireEasy
will prolly get around to that, surely not today
you can do that if you want to jacob and blitz
add a global setting
so you can change between easy and hard mode
Maybe we could use the in-game mod setting menu for it. But i don't know.
In the end, its up to jacob.
enemy HP scaling exponential x2 per level 
but the mod is fixed. According to jacob, the zip file has 2 versions:
Easy - enemies do not scale to your level
Normal- enemies scale to your level
https://www.geogebra.org/m/DQgtQ8m7 here's the balance curve for enemy hp scaling
can someone pin jacobs fix?
"easy" is just the version i made for myself
constant horizontal line is vanilla hp
now we just need the Enemy Randomizer to not be a glitchfest and we have the best mod combination 
X axis is levels
the sliders is the amount of levels into each stat
the curve describes whether the amount of damage you do is below vanilla or above vanila
so with 10 str/dex/luck, all upgrades and all dreamers I should do 120% of vanilla damage
so enemies die 20% faster
if I do 20 str, 10 dex and 15 luck, I do approx 50% more damage than I would in vanilla
yeah but that is very situational. My first and only thing i would want to do right off the bat is put EVERYTHING into luck so i can maxamise my geo and get as many upgrades as possible
thats what i did too
but that makes enemies REALLY hard to deal with
you don't need more than 15 tbh
but more then 15 makes geo faster
doesn't level cost go up?
Yes
I got like 100 Luck last time and the rest of the stats were piss poor lmao
in which case, you're getting a negative return on investment
sure, rate of geo goes up, but the cost also goes up
Exactly why i need more luck to compensate
you're fighting a losing battle
I'm just collecting tons of levels that i will then respec to distribute appropriatly, there's no battle
introducing Enemy Randomizer Nosk which drops 8k Geo
plus more luck = more crit chance
hey gradow, get rid of respec-ing
why?
make your mod actually punishing
that makes it less fun
geo increase per luck level is linear
5% increase per level
and it's also additive, not multiplicative
so if an enemy drops 100 geo, 2 luck levels will give you 110 instead of 111
level cost increases exponentially
yeah, eventually you hit a ceiling where it takes so much time to farm for the next level its not worth it anymore
thats when you respec
that's not the point
eh, i like how it works now
tru
If you wanna just spec appropriately then spec appropriately, wtf do you care about what strangers you've never met doing?
And I don't care how you get enjoyment out of games
whereas arcane eggs are actually useful by themselves
I just find it.... interesting
anyway
respecting does cost racid eggs
but with each respec
the cost of the rancid eggs goes up
so at first, you'll be fine
you can only respec up to 80 times LUL
^
-w-
after that the cost is 81
nevermind then
can't get more Rancid Eggs at once than 80
80
yeah
that's your max
80, the vender won't sell you more after 80
101 is the total if you buy 80 from her then get all the others
should be something like 101
yeah
that's also one of the reasons I stopped caring about this mod
lol
it's a such a shitfest to optimize
it was a good starter mod
yup
it kinda pushed some of the boundaries we had at the time too
messing with spells was a first
we discovered hitinstances thanks to it too
you're making me feel old again

tfw you realize we've been playing the same game for 3+ years
I mean, you have
I stopped playing HK a long time ago
i just started
ttacco's mod was what brought me back
I haven't played the game for like 6 months
nice
ever since end of the rando tournament
really
gotta practice again though for GDQ submissions
but I'm mostly bored of this game. been playing the shit out of it too long
100%
AG
here's a challenge
but I have a conference to attend
120%
that's too bad
yeah
my wife and I are planning to host people at our place
since we have 3 spare bedrooms
very cool
GDQ for me is one of those things that always just happened. I always see new videos for it, It never seems to happen it always just happened and i missed all of it every time
I dont think inviting a minor to my house is a good idea....
it's fine
56 is only a minor in physical age anyways
Jacob, I watch it live every year
not saying that I catch every stream
but I'm always checking to see if there's any good games being run
I go to it live every year
I think I watched like.... 4 runs this year
bonfire is piss easy
the difference is one has enemy scaling, the other doesn't
spend all the other time drinking, hanging out with people, playing games, etc etc etc
I mean, that's the whole point right
when you're there, the stream is like the least important part
yeah
just a side note
I remember back when I first released bonfire
people kept complaining that "I was ruining the game" and that "the game was fine as it is"
and ever since then, I can't count the amount of people that have tried to play bonfire and complain about the enemy hp scaling
it's like
it's impossible to please everyone I guess
some complain that the mod changes too much, and some complain that it doesn't change enough

crazy
you should have made it easier gradow
sheesh
when the player levels up, the enemies cower in fear, and get weaker
sounds funny
if player reaches level 56 or 69, all enemy AI is disabled
ha
level 57, you're physically invincible
level 21, enemy ai is stupid, and breaks
getting to level 21 is 2 times as expensive, and getting to level 22 is free, as a way to make players not become level 21
enemy ai still attack me even though i'm hundreds of levels now
attacks hollow knight
tink
oh, did you do something? Here, let me show you how its done
leaves, with a blood stain on the wall
OMG HOW IS THERE NO MOD OF THAT
armor charm or something
every attack is useless because it's a tink every time
that would be an expensive charm.
ah shit, he figured it out
shouldn't be terribly difficult
said the experienced modder
no no
im the worst here
I'm only on 'Section 4: Non-Primitive Types' of the 'C# Tutorial for beginners' by 'Mosh Hamedani' on 'Udemy'
thats great......i haven't started.........
sad violin
Also I'm kinda stuck because I'm in a confusing part
also, wouldn't the tink charm (yes im calling it that) need a custom sprite?
Would it even be possible to make hitting the Knight tinking? Is there even a "class" to that or whatever these kids call it today?
I'll draw it
i was thinking you could use the sound effect that plays when hitting spike, and set it up so that when they go tink, it plays that
well yea exactly
there are a couple of ways I can see it being done
for one, you could look at the baldur shell code
such a handy charm that is
I'm 99% sure that's for enemies/interactibles sfg
like walls, spikes and shields
but yeah
I'd check baldur shell
see what it does and how it does it
and adapt that to achieve what you want
How can you look into the code of actual charms? fsmview?
well then.
check the knight's fsm
I have no idea
you can use angle's PrintSceneHierarchyTree to find it
wait, what does stalwart do again
more iframes i think
ic
That's for thorns of agony i believe
lemme download the fsmviewer
It prob isnt called baldur
What does the Knight's fsm called?
I think it has multiple fsms
ooo
Isn't blocker dreamshield?
oh nvm then
this one is pretty simple
it is, i can understand it, but its still.......a mess
i can check
I still haven't even learned coding properly
just stumbling through things
until they work
meirl
honestly, most of my frustration with coding hasn't been the coding itself
it's been the fucking game
https://youtu.be/4yu2MukGgs0?t=54
Looks like you just get hit but don't lose hp
Showcase of Baldur Shell charm synergies.
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trying to reverse engineer everything the game does without any visibility
if you have < 3 blocks you run that and decrease the block counter
yeah mick
the worst thing is trying to do something in the code
but it's not working
it's why I haven't finished my mod yet
because there's thousands of hidden events and states hiding underneath
and life gets busy
just need to complete one boss exchange
then the rest will be easy
can confirm the shell makes no tink noise
hey thats what i said
or enemy baldurs curled up
or husk sentry shields
and you could just apply that state to the player character when wearing the charm
with a random chance for it to activate or something
i'm going to set it to 100
that's almost a hundred
200
ok
do we know if the knight uses the HealthManager or if it has its own healthmanager?
probably its own
FUCKING
but you wouldn't want the knockback
GENIUS
and by invuln you mean infinite hp yeah?
there is no knockback from debugs invincible mode
Yeah
but there is in infinite hp
it just constantly keeps hp at full
so, maybe not the best to copy
but you can grab what causes dmg to happen anyways
Yup
this is tricky
I mean, you should be getting knocked back when getting hit
unless you'll wear that charm that doesn't let you get knocked back
well
i suppose what you can do
is make something similiar to infinite hp, where enemies hit you, you dont take damage, it uses the noise from spikes, and have knockback when getting hit, but dont play the animation from taking damage, so you could use the information for when you hit a wall, and it pushes you back
and simply apply it to hollow knight whenever hes wearing the tink charm
btw is it even easy to create new charms entirely?
I've seen some new charms in the 5 knights mod, but that's the only time I saw that
i think i saw some in light bringer mod
Do it anyway
2 versions of it
replaces
standalone
b-but i use them
;w;
did i make bad choices?
this is such a cool game to mod
tell me again how to make a mod with global settings
you ask nicely
I hope it's that easy
yeah
so what I'm doing is
I create a Settings class
with the things I wanna save
and I override ModSettings in the main file
is that it?
yes
ok
last question
does Setting need to inherit from ISerializationCallbackReceiver?
just fucking kill me
stop being static idiot
pepo
global settings
isn't a static field
you are trying to access it staticly
wait
Make an instance variable or something
ffs really
56
whytf won't rider let me choose other frameworks aside from 4.7.2
even though I have them installed
just edit the csproj
halp
it no work
I know I'm doing a big dumb
but I have no idea how to do this
make your private _globalSettings into an internal property
and then just access the field

cursed
ok
dics are cute
should i send you my copy?
of what?
of the enemy hp mod thing, since i assume thats what you are looking at
oooo
any internal field on the mod
any internal field on the mod
make the private global settings that's of the actual right type internal instead
I understand some of the words you just said
well, jacob knows something of the enemy hp mod, as he was able to comment out a section of your mod to make it work with the hp mod
you do realize that hpbars is also mine, right?
ah
and the private _globalSettings
could just be internal _globalSettings
and then you could access it from the instance within the assembly
and not have any issues
I still don't understand how this works
first, why do I need to override ModSettings
because you are casting to ModSettings for the field
public class InfiniteGrimm : Mod<InfiniteSettings, InfiniteGlobalSettings> why can't I do it like this?
like IG does
because that is deprecated
ffs
lol
public override ModSettings GlobalSettings
{
get => _globalSettings;
set => _globalSettings = (Settings) value;
}
internal Settings _globalSettings = new Settings();```
eli5
override the property GlobalSettings so it gets serialized by the API
I'm setting _globalSettings to a new instance of Settings
have its get method be the same as getting _globalSettings
and have its set be the same as setting _globalsettings, but because it's a ModSettings, cast it to a Settings because we know our settings are of class Settings
that's what I currently have, yea
_globalSettings is just a field
just change the GetFloat shit to _globalSettings.whatever
(Settings)GlobalSettings?
((Settings) HPBars.instance.GloablSettings).whatever
yeah
ok
I just don't understand why we need to set the setters and getters manually
which means I don't fully understand what's going on here
pog it works
Naisu
wow
just fyi I got hit because I was busy trying to press the screenshot keys

pog²
anyone care to try it for me?
imma grab some food rq
did it work?
you didnt send it
just
get it from the installer
as soon as you load up the installer it should auto download it
load the game once, then close it
go to your saves folder
open the enemyhpbars config file
edit the float values
fg, bg, mg and ol are the hpbar
bossfg, bossbg and bossol are the boss hpbar
those numbers determine the scaling of the hpbars
so setting it to like 2.0 would make it double in size
do whatever changes please you, save the changes and close the config file
load the game and see if it worked
nice
this is meant to help artists
so they can make the hpbar art as big as they want
and scale it
and then just scale it down to fit within the game
instead of manually scaling each file
any mods you recommend? like, must haves?
what about the unofficial patch?
ok then
there was 2 other mods i wanted to try, but they seem to be broken
redwing, and according to you, blackmoth
arguable
shush 56
intended
that's intended
its fine
ill leave them for my 2nd run
ill be playing with these mods
Bonfire Fixed
Charm not and overhaul
Custom knight, so i can play as little hornet
Enemy hp bar
Fragile strength for nail arts
Grimchild upgrades
and QoL
um
@solemn rivet
the health bars aren't going away
that's a lie
it's pretending
you're weird
u buddy
yeah, its like this on a new save
Are you using a version of Bonfire with the
if (hm.hp <= 5)
{
hm.hp = 1;
}
code? Because that's what does that, that's why thats bad code, it makes no difference to gameplay and it breaks the hp bar mod
I just realised i left it in in the original fixed version, i'm going to comment that out and recompile
There ya go, Masks fixed AND it's now compatible with the EnemyHPBar mod, which i consider a necessity in any playthrough, even a first one, it's that good imo
hp bars is good, and looks nice
hp bars is absolute pog
yes
and are they/will they be on the installer
wdym
which mods have you guys fixed and will the mod installer have the fixed versions
just hpbars as far as I'm aware
saleh "fixed" pale champion
"fixed" because it was an old fix, but he had forgotten to push it

so HP Bars no longer destroys your game and Bonfire actually gives Masks
also I imagine if HP Bars no longer has the memory leak it won't make the game play at 1 FPS with the Enemy Randomizer
what
the "memory leak" in HP Bars (I put that on quotes because I've never seen it happen) only supposedly happened if you played for long periods of time
the broken HP Bar mod combined with the Enemy Randomizer absolutely annihilated performance
even after just starting the game up
i dont use randomizers, and from what i can tell, hp bar works fine
enemy rando is.... shaky at best
it functions, but definitely not as intended
at least it doesn't get stuck loading anymore
I can confirm that the HP Bar mod causes slow downs over time
one person confirming literally means nothing tho
because it could just be a local issue
and most people I asked never had an issue with the mod
granted, we never play for long periods of time at once
anyway
we have identified what could theoretically cause the issue
and have fixed it
but have been so far unable to test it
also, the installer doesn't have the fixed version of bonfire. everytime i launch it, i get a notification to update it. when i do, it takes me back to the broken version
because, as I said, no one that I asked had previously experienced the issue
so it's hard to compare
yeah, Blitz
because it's not the official version
I could add it as an alternative version
but it'd be a separate mod altogether
I didn't even know about the memory leak until I asked some miscellaneous question about it and someone mod staff told me it was broken
ok...then why not just implement it? just implement the version with the fixes, and later, add the one that doesn't have the enemy scaling.
yeah, idk how that started circulating vorgozz
because it happens?
never seen it
or talked to someone who can show me it happening
which fixes Blitz?
the one where jacob fixed the broken extra masks thing
I can probably show it since not only I get slow downs over time but the game freezes for a few frames whenever I kill an non-boss enemy
pr?
pull request
oh
I uh, I'm not sure what a pull request is
it's when you push your local version of a cloned repo and ask for it to be pulled into the main branch
i.e. when you ask github to merge your changes to the main code
and then I, the code owner, must accept it
but it'll be credited to you
Oh, I have no idea how to do any of that
Find video clips by quote. GetYarn.io now.
I also just fixed another mistake i made in the default version
oh?
I forgot to make respec costs increase again in the default version
@solemn rivet what exactly do u want me to do?
this jacob
You can create a pull request to propose and collaborate on changes to a repository.
press the fork button
it'll create a copy of the repo for your own github acc
push your changes to that copy
then go over to my repo and create a new pull request
It's complaining about them both having the name "master"
i dont see anywhere i can change that name, i just see the name in the branch dropdown
mine just lets me do it
oh
I think you're supposed to do that on your own page
anyways, I went and did it
oh you already did it? ok
Fixed Extra Masks and compatibility with EnemyHPBar mod
I mean, YOU fixed extra masks
I'm just the one who physically typed and copied and compiled and tested
your the one who actually did everything
You both fixed it
im just the guy who got someone interested in hollow knight again

Who did you get interested in hk again?
Jacob
Were they uninterested before?
Bruh moment
organ?
it's good, if you think it fits the theme you are setting, go for it
https://puu.sh/F9BDX/7621edeabf.png have you considered structuring them like this
maybe instead of 4 "horns" try having like 20 ?
in my armchair developer opinion if you are going with the 4 there it would be important to keep it close asthetically to the 4 spikes as seen in the seal
I mean it's an organ you can setup the pipes almost any way you want, as long as it looks like organ pipes it'll work
bro the PK can play the organ? dope
I think it's important to keep an aesthetic particular to an area consistent
tbh I don't get organ vibes from the WP, but maybe that's just me
i could see you going for a "root" vibe tho
oh shit sf that looks sick
- But having the hole visible on all 4 would be better imo
what do you mean
oh gotcha
in that case, i'd change my vote to 1. to be the most believable, the "horns" should be facing the camera though. the sound going off to the sides (or up) is usually not proper organ design. Plus the pipes should also have a slot in each of them towards the bottom
but I digress
Its hard to decide which is better
Dang Mick is an organ pro
I didnt know Mick was a surgeon
proper organ design is having the pipes go straight up
but this is a stylish organ
where do you see horns in this picture
right in the middle
in this case, the 4 horns on the stylish organ would still face outwards. sound from those types of instruments always goes out the end, so you want that to travel toward the listener
not bounce off walls and go in weird directions
it's weird I've never seen horns on an organ
i grew up with a grandma who played a 3 million dollar organ
I guess they correspond to the foot pedals ?
so what are the horns for then
yes
you select the sounds you want by pulling out the tabs
and some even have pipes hidden behind shutters
to make much quieter sounds
I played on an organ once 😃 It sounds just like a trumpet for sure
so, i just got a powerA ps3 controller....and hollow knight isn't detecting it
anyway to fix this?
are you using windows 7
win 10
don't dualshock controllers require some software
i checked, nothing needs updating
even tested it out on minecraft, and that works fine
https://www.x360ce.com/
use this
although steam should pick the controller up automatically
GOG
oh
do you have steam installed? if so you could add the GoG version as a non-steam game and use steam's built in controller support
i do
let me see
that did it
just hope my saves arent gone
Many thanks, it works, and my saves arent gone
new problem
if i launch hollow knight via steam, my mods dont work
so back to square 1
check your steam hk files
my what
your steam hk files
i have the gog version of the game
sounds like you have two installs
ching said to add it to steam via the add non steam game option
right click the game on steam, properties, local files, browse local files
my only idea is that adding it to steam might've messed with the installation path somehow
when i launch it outside of steam, the mods load in, but i cant use my controller
does it show the mods on top left?
when i launch it via steam, i can use my controller, but the mods dont load up
yeah
figured it out
was using the vanilla clean install of hollow knight, instead of the modded one
there it goes. now i have both. Many thanks

i wish discord had an on screen send button
my keyboard is like a foot away from me and hitting enter is effort
oof
done, bonfire is updated
yay
looking good!
nice
i'm bad
if you say so
Hornet is growing up so fast.
Nice!
I think that the next Custom Knight I’m going to make will be Lost Kin. (sorry for my English)
nothing wrong with your english
That be an interesting knight
it happens. i sometimes type too fast, or mistime a space
I’m French, I can make mistakes sometimes.
56 specifically alone is not allowed to make mistakes
at all
under any circumstances
56 is required to be perfect by law

Just define perfection as whatever 56 does and it's an easy standard to adhere to.
Yeah you right eating too many pills is pretty perfect
vitamins are pills and i wanna be buff like 56
Dr. Mario taught me continuously popping pills is the best medical solution to things.
the binding of isaac taught me eating one pill of every kind is the smartest move
I'm trying to spawn the trap plants in greenpath but once I kill one that I've spawned, the rest are made inactive the moment they spawn
how do you download hollow point
cool thx
is there any multiplayer mods?
no
Since there aren't any, by playing hollow point you're already mixing them
k
i'm not an expert but wouldnt a multiplayer mod require rewriting the game
Pretty close to it yeah
^
^
most tragic
I'm trying to build the modding API but I'm getting
Error NU1605 Detected package downgrade: MonoMod from 20.2.1.1 to 19.9.1.6. Reference the package directly from the project to select a different version.
The weird part is that NuGet installed 19.9.1.6, so I don't get where the error is coming from ?
why are you trying to build the API?
why are you trying to build the API?
easier to tinker around if the API doesn't have the hooks I need
On ? IL ?
MonoMod runtime detour hooks
On.Namespace.Class.Method += Hook for basically a normal hook
and IL.Namespace.Class.Method += Hook for an "IL" hook, for modifying the Intermediate Language (IL) of the method
thanks
you ever just
Does that work?
I would've expected it to like die at runtime
Why?
like expand get as ((... ?? new Settings) ?? new Settings) ?? new Settings
Oh this isn't in the property Settings
Ah
Idk I copy pasted it from 753's stuff
Alright I'm gonna change it
Maybe some day I'll actually fix that
But not today
I love floats
halp
On.AudioManager.ApplyMusicCue += AudioManager_ApplyMusicCue;
it stops working after the player dies once
music and everything continues to work just fine but the hook doesn't do anything
private void OnDestroy()
{
On.AudioManager.ApplyMusicCue -= AudioManager_ApplyMusicCue;
}
I know the OnDestroy works because I logged it
Do I merge the ones from people I don't know?
Ok this blue health one sure
The other one is effort to look at
the Linux one is good
@ornate rivet what
The on death issue is gone
Blessed day
Both the OnDestroy and the hook are part of a monobehaviour connected to the gamemanager.
When the player enters scene X, I add the monobehaviour to the gamemanager and when the player leaves (eg dies), I destroy the monobehaviour.
So the hook stops working after the behaviour is destroyed?
This sounds like the correct thing to happen

technically the correct thing to happen is basically always the thing that happens given any code

ub
no, the monobehaviour is added again once the player enters the scene again
did you not read "When the player enters scene X"
But isn't that a new instance of that mono behaviour?
How do you know the hook stops working then
Also, just to make sure, are you certain you're calling orig?
yes
When I enter the scene and WD theme starts playing, shouldn't it apply the music cue
It does the very first time
damnation
how do i get the AK47 mod?
hm?
yea sure
Wait, Grenade, it's actually going to be a giant Wyrm fight?
I thought it was a platforming section, or is it both?
How do you hook a method that's an IEnumerator
it doesn't work
Bruh I mean Lurien isn’t showing up in my steel soul run
This is modding-development. 56 is talking to Saleh. If you want actual help. Also read Homothetys mod support message in modding help about how to ask for help. “My dreamer is missing” doesn’t mean anything to us lol
lol
will Saleh ever answer what it doesn't work means
saleh
Isn’t the cap for mods like 20MB anyway or was that removed. For the launcher that is
no, you can have them as big as you want them to
the one capping the downloads is google
but if you host them elsewhere, it's fine
that's how redwing assets does it
Ah

Okay so I know that once-upon-a-time I used a tool to compare two versions of the Assembly-CSharp.dll file, like WinMerge but for assemblies. Anyone know of anything like this?
bah. i'm sure it was something else. but thank you! I'll use that for now. 🙂
the "GIVE US YOUR EMAIL" is really offputting and I normally don't put up with that
thanks jngo and 56 for letting me annoy you 
the floor is deep docks?
post it on modinstaller smh
how are scene transitions handled ?
Badly
So I'm trying to disassociate .md to reproduce this error so I can add better behaviour for it https://discordapp.com/channels/283467363729408000/462200562620825600/679507727172763659
But I get this, not an error
Is this like an old windows thing?
big brain way to test
Pretty sure it's a windows 7 only error so no way I can actually reproduce it
How would I detect if a player is fighting a boss, would I use OnEnableEnemyHook?
Checking current scene, then searching for the boss object is probably the only reliable way to do it
Or search for any enemy with > some amount of hp (200?) if you're feeling lazy
That looks to be exactly what the hp bar mod does
hp >= 200
Question that may contain spoilers
||I want to edit the hollow knight boss if I were to check SceneChanged what would be the SceneName I would put to detect the arena?||
You don't have to spoiler tag things here
I think it's Room_Final_Boss_Core
Something like that
You can check pretty easily with debug mod
Ok I'll install the debug mod, but how would I check the rooms or boss string names with it?
It shows the current scene on the left side
For object names I generally use the fsm viewer, anything that matters tends to have an fsm on it
Otherwise there's a scene dump zip on the mods drive folder somewhere, but it's a bit outdated
Alright.
@rain cedar I have windows 7 
I’m sorry for your loss
for my :.|:;?
local man shaken to core upon seeing chat that’s not being spammed with shitty memes 24/7
this is why I trust you guys with push access
I've been getting a lot of help from all the stuff you guys have been providing and documenting
But .:|:; is probably the best thing I have learned so far
this man understands the true nature of modding
I've been trying to find the value of JUMP_SPEED in the HeroControler, and I spend a bit too much time trying to pin down when or where it gets assigned a value
Now while part of me still wants to know the where when and how
Im figuring I can just have the game output the value at runtime
which is the What I was looking for
Yeah also in the process of just setting up these tools
because its obvious i've been doing work that's already been done for me
Probably buy a boost for the server at some point as appreciation
Yes, but it has the variable JUMP_SPEED, and I was trying to see where that variable got assigned a value
It's not in user1.data, those hero variables, they clearly are set for different heroes, since the code indicates that zote and hornet are considered heros for some reason, perhaps planned to be playable (Zote DLC confirmed?!>!)
TeemCherry Considers Zote a Hero
We were not dedicated enough
I only got dragged into this game because a friend went full on about it, so I missed out on so much fun
I'm guessing they have a generic hero
a hollow knight, if you will
and wanted to quickly modify aspects it by changing its speed in game stats
Well this has been most productive, I shall probably return at some point, to shitpost in an on-topic manner
I've been reading most of it for the last couple of days, since I kind of want to to do "fanart" a trace of the game as a separate unity project, new character, levels, enemies and bosses
That is why the jump speed is so important to me
because it's so important to the feeling of the game
goodnight!
flower game v2
shhh
Oh it's not going to be a full game
I'm nowhere near that ambitious
It's why I'm using terms like fan art and tracing
4 enemies, a boss a character with a different moveset
No progression, no saves, menus, music, or lots of other things that make it a game
Ctrl+F: HeroController Public Default Values
Searching this chat can be nice to find things that have already been answered







