#Glimmers Expanded
1145 messages · Page 2 of 2 (latest)
oh thats funny
Compatibility Update!!
Glimmers Expanded now has proper compatibility with Chemical Curiosities! Since forever, its glimmers' names and descriptions have been buggy, but they now have their proper tooltips showing.
boom
enjoy

Forth has come the bloating of the already bloated spell pool in my modded run
Such based

new error, happened with Chaotic Pandorium glimmer
Arcane Alchemy glimmers btw
in order, these are Chaotic Pandorium, Condensed Gravity, Dark Matter and Static Charge
you should change the colour of light component too btw
since spark bolt had a noticeable purple tint around it for all the glimmers
assitive
hmmmm
10 seconds ago
can u give me the xml's of those materials
sure hold on
throw em in #1394430617722294456

You’ve heard of Glimmers Expanded, now get ready for Glimmers Shrunken
Bugfix Update!
Both vanilla glimmers and glimmers added from outside mods did not edit certain sprites properly. This has been fixed.
@dusty grove I have fixed my mod
W, the thousand year grudge between CC and GE has finally been broken as the mods set aside their difference and make peace at last

hmmmm
cpand found an error, will investigate at some point
i presume this is some error relating to GE at least, maybe also CC

something is really unhappy
i should test spell mods with cpand more often
cpand has a real knack for identifying weird edgecases unsurprisingly
??
random bullshit go test
what is area_indicator_064_blue.png?
hm
hm
i wonder if
hm
i wonder if the function I wrote assumed everything was in data
it should, right?
isn't that the correct thing to do...?
looks like it found a png and not an xml, too
i dont recall if such sprites are usually xml's
sprites on sprite components can be XML or PNG iirc
maybe also other image types other than png idk
I'd have to look at that function
If you could isolate the spell that's causing it, that'd be awesome
from what I'm seeing, though, this looks like a spell-glimmer combo
i could maybe attempt an isolation later but cpand is nasty cuz its great at finding an error but terrible at telling you where it is beyond just an error report in logs
Is there any way for it to tell you the spells it cast?
logging every spell cast it does is unperformant so i dont usually leave that function on
yeah but id need to turn it on in advance is the only thing
or catch the exact one that errored when it does- the wands exist for a few frames
is logging every spell in a single line really that unperformant?
but generally the errors show up after the spell is fired and sometimes its even in a payload
moreso printing it to logs is unperformant
its a print every frame
Ah
hm
how are you testing cpand?
are you throwing a vial of it or creating a single pixel?
oh i wasnt testing cpand, im testing noita rtx
i spawned cpand cuz it spawns lots of cool colourful bullshit
i spawns probably a few vials work, 20x20 square
2 vials worth roughly by the looks of it
since iirc 1 vial is 200 pixels, and 20x20 is 400 pixels
amount doesnt matter a huge amount tho, its moreso just a probability based thing, results may vary
oh shoot
i know exactly what glimmer was used
nullium!!
lmao
only important ones really were conjurer GE and CC, and spell lab maybe could influence smth
You said noita rtx, what is that?
and cpand was on, so obviously cc
#1449704095781883944
ah! okok
shader test
likely not relevant here since its purely shader stuff- oh actually i think it patches some stuff with mats?
but i think it only modifies their gfx glow value
Cool cool
I gotta know for spell content purposes
I need to identify which spell caused this issue
I have a filename and I know that both outside modded and inside modded glimmers break it, so that gives me a starting point
one thing that can be set up for cpand is force it to use a specific modifier
you wouldn't happen to have a clip of when the error popped up, would you?
Kk

New Update!!!
Glimmers now modify the light projectiles emit! There is also a new mod setting that decides whether Invisible Glimmer
turns those lights off (enabled by default). This setting can be toggled mid-run without a mod restart, allowing you to selectively choose which Death Crosses you want to use as ambient lighting for your base (just keep in mind Death Cross's player-homing that gets activated on a mod restart!).
Let me know if y'all notice any bugs with this update
Notably, if you see any projectiles glowing incorrectly, or glowing when they shouldn't be
Interesting!! Death Crosses don't naturally light of fog of war, but the Light
spell does, so I'm comparing the effects of Lava and Void glimmers on 
It feels like the only difference is between the material used in the particle emitters. Lava is very glowy, while Void Liquid is not glowy
Bugfix Update!
Glimmers now work with the Light
spell, and glimmers no longer disable
in certain spell configurations!
please let me know if invis glimmer causes certain sprites to show up. I've made it where invis glimmer shouldn't disable sprites that punch holes in fog of war, but I'm not sure exactly which sprites punch holes in fow that you wouldn't expect to
Bugfix Update!
Modifiers that add sprites to projectiles (such as
and
) no longer add bloat data. You should see very minor performance improvements on rainbow glimmer spam wands.
I've also optimized some code, and also provided a band-aid fix for .png sprites. I currently cannot change the color of .png sprites, such as from
or
, so I am simply not going to attempt to until I can figure it out.

this update introduces more bugs
fixing now
wait
the bugs are not relevant rn bc they don't appear
ok but i'm still fixing the bugs that will appear in the next update if not fixed
Just came here to say thankzz!
tenkyu so much for the glimmers expanded :D
very useful!
no problem!!!
honestly the success of GE really surprised me considering how little attention modding often gets from the other groups in the community (wandbuilding, architecture and the such)
it has made me want to work on music mod more lmao
I'm certain it's, like, 3 or 4 people, but still
Im ASTOUNDED by where people have ran with this mod
i think its more than 3 or 4 people? i think most pixel art stuff at least uses GE
like its not a huge number of people, but def more than 3 or 4 imo
It's Darmi, Cx, Pandalin, and Slee, lol
Obviously they're not the only people
But they're giving it the most attention
ikr??
its a shame modded doesnt get that much attention, specifically thinking of twitch, there's maybe apotheosis runs here and there, and obviously plenty of TI, but rarely much else, qol mods, tweak mods and other content mods are decently rare i think
ik its been like this for a while but i do hope it changes as the years go on
GE is def one of the mods i recommend for people to throw on, its fairly lightweight and adds more simple not-balance-affecting colourful spells to the game
After making Notes Expanded, I'm now really appreciative of how I kept the balance of glimmers active in normal runs
Notes Expanded was not a mod meant for a real playthrough, as much as I wanted it to be
GE was coded in such a way that it doesn't saturate the spell pool + is practical to use in regular runs