I was expecting perpendicular words but was sorely disappointed. It is okay though because there are enough perpendicular words that I could invent my own fun ("fake" "fun" as the young people call it)
Saniblues
Creator of
Recent community posts
The HUD gets broken when you change the window size since you're using the draw_gui_end function to handle the HUD. Most mods use draw_set_projection(); and draw_reset_projection(); in a Draw event.
https://github.com/saniblues/Past-Nuclear-Throne-Daily-Seeds/blob/master/Lightwe...
This is how Vagabonds does it and it also factors for multiple resolutions and any changes to the viewport. The code I provided just guts one particular aspect of a character from that mod, so all it does is draw a yellow screen over every player's HUD.
I've yet to sink my teeth into the character yet but I'll give my input when I do! Looking forward to playing it
(Screenshot of the code I'm posting in action)
Before you throw the dice, the player pays $1000 to roll against Future Elvis. If you roll higher than him, you win $2000, but if you roll lower, you lose your initial buy-in. The break-out element re-rolls the die every time it hits a brick, where the final result is whatever the die was on when it lands off-screen.
You can also right-click to dash, which you can use to launch the die upward.
I wrote a really shoddy Python script (I have very little experience with Python) to temporarily alleviate the issue. Just place it in your project directory and then run it before running YYPM. It'll rename every .yy file to match its respective directory so that YYPM doesn't trash it.
It'll also say that some assets are missing when you open the project again (or I'm fairly certain, just when you reload the .yyp while the project is still open), but that is just a false negative.
(Also don't mind the name of that repo, I just didn't want to figure out where else to upload this)
A recent game maker update made it so that .yy files are consistently being saved in lower case, regardless of the naming conventions in the IDE and relative to the directories the data files are in, which as a result is causing them to be discarded after running YYPMaker. Has anyone else had this issue?
Thank you. Sorry for the late reply, I've been busy with other obligations on top of adding new content into the mod itself. Two questions:
>Do you know at what point the game desynced with the Mimic's drop? As in, when it died, when the weapon landed, etc? Also, can it be easily duplicated?
>Were there any other mods loaded with the quickstart mod?
Also, while this isn't a set-in-stone thing, I'm guessing that there will be four more major updates before I shelve the mod, but when those come and how big they are isn't concrete at this point. I have other projects and this mod is a side hobby of mine, so it's not going to be front-and-center at all times. Just know that there is future content on the way!
It's been a hot minute since I've last updated the mod! I've been nursing it for a couple of months with a boatload of content since I've wanted to turn it into a full expansion for quite some time, but a lot of noticeable bugs went unfixed for quite some time as a result.
That being said, I'm going to try to keep up with a monthly or bi-monthly update schedule for content updates, while fixing critical errors as soon as they crop up. Be sure to check in on the page every now and again to keep your builds up-to-date! A version number is displayed whenever you load the mod.
Bombs dropping from bosses would probably be a more appropriate way to return bombs than basing it on kills since midbosses will drop bomb pickups in the mainline series. The graze mechanic could also use a bit of visual feedback -- to that I suggest using the rad pickup sound in conjunction with spawning stress particles around grazed projectiles.
As for the boss, I enjoyed it, but the difficulty is all over the place with certain attacks when you're playing ranged because of how quickly the projectiles come out with no tell. The rad pickups also get stuck on the invisible walls, but that's a base game problem.
Bandit is a character with slow startup but large payoff. You say "If" you get perfect mutations, Ultra A can be taken multiple times and de-levels you (with diminishing gains), which more-or-less guarantees that you'll get every beneficial mutation the game has to offer. Projectile damage also scales with your current level, which with this in mind is the reason that Thronebutt only upgrades you to Raven Gun speed -- each of those bullets has the potential to become strong enough to take large chunks out of any high-health enemy, and instantly kill low-health ones.
The delayed startup on his active use is due in part to the fact that it grants invincibility during the bash and breaks walls. Bash damage also scales with level, and gets a heavy boost from Veins.
> Вы забыли сделать смертельной саламандру ...
Аллигаторы наносят урон ящерице. Когда все аллигаторы мертвы, ящерица получает урон.
>Бандит незакончен, иногда бред не бросает объект ... Я еще не смотрел последний.
Удерживайте M2 не менее 0,66 секунды, чтобы бросить сопли взрывные, как Бандит "Bomber"
Переведено с Google
> You forgot to make the salamander mortal
I did not. Gators take damage before the salamander. When your gators are dead, the salamander is susceptible to damage. They are replenished every four levels.
> The bandit is unfinished, the crapper sometimes does not throw an object
If you mean Bomber, you need to hold down M2 until his hand stops moving backwards. This takes approximately 2/3 of a second.
Do you have Nuclear Throne Together installed? After installing, just extract the zip into your mod folder and type /load vagabonds into chat (or whatever you name the folder if you rename it)
Nuclear Throne was made in Game Maker, thus it's a sandboxed system. All save data for Game Maker Studio games can be found in your appdata folder
To make it a bit easier, open your file browser and paste the following into the address bar:
%LOCALAPPDATA%/nuclearthrone/data
to open the folder. It'll be located in the folder "customwep.wep"
There's a handful of bugs that I've fixed in my private builds, I still need to push them for a public release.
- Gators not shooting (caused by fractional values for current_frame)
- Vanthro using the spooky bandit sprite due to leftover code that I wrote for an unknown reason (happens on thronebutt take)
- Bomber phasing out of existence due to Inverted World (Inverted World movement is handled independently of the current timescale)
- Debug code you mentioned for Bandit
Also, I'm glad to hear that you liked it! I put a lot of effort into designing these degenerates.
Sorry for the late reply! The mod file itself is a .wep file, so you need to assign the weapon on the starting menu by typing `/cwep customwep` or by spawning one yourself. Also, due to some limitations of the modding api, I wasn't able to allow players to assign the sprite on-the-fly in the event that they wanted to use a custom sprite (Ideally this would be done through chat commands, but .wep files do not call the chat_command function)