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An online multiplayer mod for Nuclear Throne. · By
You can search for "hex color picker" and use a hex color (e.g. "#445588") to choose any color.
Named colors are white, black, gray, red, green, blue, aqua, yellow, pink, orange, lime, purple, "night" (distinctive dark blue), and "fab" (neon pink). These come from another mod of mine, Spelunky SD.
All players must have the same version of the game. Should you not, you will be informed about the fact.
Having cross-version compatibility (especially forward compatibility) would be much more trouble than anyone can wish for.
Similar goes for replays - since these are more or less reproductions of what buttons have been pressed and at what times, the game has to match up for them to reliably produce the same result on screen.
All publicly released versions will remain available for download for this reason.
Mod uses a separate savegame so you would have to re-unlock everything first.
There is also a more important issue of combining the progression between players, and, most importantly, not messing up the local savegame in process.
So for now the mod just considers everything unlocked and leaves the task of not picking what you did not legitimately unlock up to your and co-conspirator's consciences.
At some point - perhaps, soon - no.
If you've seen, NT has a chronic problem where generation does not match up per-platform (noticeable on daily/weekly), so cross-platform multiplayer will not be a thing without potentially rewriting everything (which is not something I can do here);
Supporting OSX/Linux requires writing separate "patcher" programs for them, which requires additional research on how their executable files work;
Supporting OSX in particular also requires to own a Mac to compile or debug anything.
Overall, might want to look at NT's reddit, since there were a couple of tutorials on configuring Wine there.
You can use `/gml skill_set(15, 1)`, where 15 is mutation id.
I am attempting to make a custom character and I believe I am using the wrong software for converting a Piskel made sprite in .png to the base64 code, as choosing my custom character crashes the game. The site I used to convert the sprites is https://www.base64encode.org/
EDIT: I see that I might have used the wrong type of encoder.
2nd EDIT: It was a wrong encoder, for anyone reading this with a similar problem, specifically look up png to base64.
Can I have clarification as to how skill_avail works? I've defined it to return 1 in a skill file:
#define skill_avail
return 1
However the skill isn't being made available in the pool. Not including the skill_avail definition includes the mutation in the pool, but I am looking to make its availability variable, so I wish to define it dynamically rather than just disincluding the definition.
Upon further evaluation, it seems like you can 1-hit or not 1-hit crows both in vanilla and NTT - this depends largely on whether you are swinging the wrench in open space and on the distance to the target. In open space, the crow is pushed alongside on a swing (like a board on a wave), dealing more damage. If the swing touches a wall, on other hand, it advances slower than the crow is pushed away from it, and thus does less damage. Only narrowly reaching the target with a swing results in a similar effect.
Hmmm really? I never noticed crows on steam live (98) needing two shots with the wrench and scarier face.
EDIT: Totally forgot to say which version I was playing prior to NTT. But yeah, 98 never gave me that problem.
EDIT2: Just tried to replicate the 2_hits_needed on live and couldn't do it. Every crow would die in one hit from scarier face...
Upon further examination, the issue was identified to be because the act of ravens having their health and max health reset during flight, with "flying" object also being exempt from Scarier Face' rules (meaning that they'd go from 8/8hp to 10/10hp).
Narrowly hitting with a wrench (only dealing damage once) does 4hp damage, full hit does 8hp damage, so that explains it.
See the announcement post. It even has the exact command to use.
would it be possible to read the FAQ? (Setting up - On Mac/Linux support)
Whenever I start up the game I get the black fullscreen issue and the game only runs normally in windowed mode, I have tried the solutions given in the FAQs and the only way I've gotten fullscreen to work is when the game is running in double speed and deleting the options.ini file just creates the black fullscreen issue again and again. Is there any way to fix this?
On the affiliated Discord you can find the current preview build in #co-op_buddies channel' description. v9915+ have a "borderless fullscreen" option (as an option in "fullscreen" in Video Settings), which should help with that.
It will not by default, although mods can add this functionality by themselves (sample).
sit1 and sit2 are for the animation when sitting onto the throne.
Built-in characters have 4 different animations each for campfire scene (campfire idle, campfire active, transition to active, transition back to idle), which is a fair amount of extra work as for just having the character "be there".
Ok here's a stupid question, but me and a friend of mine are trying to make a character and we've been stuck on this problem since the first line of code: whenever we use the draw event and we have outlines enabled, the sprites seem to be drawn only in a specific part of the screen, kind of a rectangle around the player. Outlines are also applied to all the sprites in that area, and some transparent objects are recolored too, but the sprites that don't fit in that rectangle are cut in half.
We have made a clone-looking hologram that walks around exactly like the player did 3 seconds before, and we thought using a CustomObject would be a good idea, so we just set the sprite_index to be our custom animation for the idle/walk of the "past player". But then when we both tried to play the character at the same time, the CustomObjects worked as intended, following the player, but for some reason only one of the "holograms" had a sprite, the other one was just empty.
That's why we thought about using the draw event to make things easier, but then we got this result that the "clones" appear only when we are close to them because of this problem we've got.
This is with the outlines enabled (drawn with the draw event)
This is with the outlines disabled (and the "hologram" isn't erased if it goes outside the "rectangle")
It would be awesome if you, or anyone, helped us understand what's going on
Thanks in advance...
...and, damn, you're a genius man, this mod is our life now
Character draw event is for drawing the character itself - with outlines on things get drawn to a little surface and then that surface is drawn 5 times (4 for outline, 1 for actual character). CustomObject is the usual way to go here. I'd suggest to check how you assign and manipulate your helper instance or having a script_bind_draw that would then run drawing code for matching players.
Since I remain to be a little overloaded with work, I would suggest that you ask on Discord for pointers.