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(2 edits) (+3)

Haha, oh boy did I have bad timing with the mod injector. Glad to see you updated it! I do kinda miss the feel the old version with the screen-space dither and resulting artificial resolution drop but it's great that you've fixed it.

My mod injector does actually still work with this new version, which is kind of crazy, but that's the power of languages in the dotnet family.  It needs some rework anyway since it disables the built in Image and Video scanners to supply its own and now that they work it doesn't need to do that.

It's the first time I've successfully worked with Unity, which is kinda crazy when you consider I was digging in the back end doing runtime asset resolution and injection, which is something few developers using Unity would ever do anyway. I did figure out how to inject new Tiles and Tilesets into your Jigsaw procedural builder, so that's cool, but I don't really have the energy to dive into that other than 3 new rooms on a new tileset as a test. I did want to look at adding an audio scanner and audio playing room, but I wasn't quite sure how to inject such a thing. At some point I want to look at Jigsaw and see if I can resolve the overlapping generation problem, but that's probably a massive can of worms as it is. I was glad to have a good simple target to learn things like MonoMod with as I had never done runtime injection of content into a C# program, let alone a Unity game before.

My mod loader and mods are MIT licensed and I wave the attribution requirement for you if anything in there is worth integrating (except the stuff from JotunnLib of course, but that's not useful to you in any case), but honestly I don't think you'd need anything from there. Who knows, you might find my method of reading the Google HTML results interesting, but really I have no idea how fragile it might or might not be; it just tries to guess what part of the page contains results and what part of the page contains related queries via some dumb tests related to attribute names, content, and occurrence counts. I didn't change the user-agent in play so there's probably some sort of content fallback going on where my code wouldn't directly port over anyway.