Cocein Posted July 17, 2022 Posted July 17, 2022 (edited) A few updates on stuff I've been working on. I added proximity sensor code to my dialogue system. Now people will talk to you when you walk by them. I made a simple flesh platform by recoloring a vine platform. I made a flesh sprinkler that can be attached to walls and ceilings. My tentacle trap system is a bit more robust. When you step on a trap object tentacles grab you. They do a fucking sequence with a few stages where the animation speed changes. The player can bob up and down now, but I can't figure out how to sync it with the tentacle animations. When the scene ends the player gets a status effect that makes them nude and drip fluids for a while. Maybe I can give the player a living tentacle when the status ends. I also experimented with a death alternative system. When the player dies a script can detect it and prevent normal death. Then it can teleport the player to a mission map. I'm thinking it could be a tentacle themed dungeon you have to escape. I haven't worked out any of the details. Like what happens if you die in the mission map. And the script probably conflicts with Sexbound Defeat since it uses the same method for preventing death. This might not be worth pursuing. Edited July 17, 2022 by Cocein Fixing images 14
Cocein Posted July 22, 2022 Posted July 22, 2022 Figured out how to add character portraits for the dialogue. I have it set so that they'll only use the portraits for the proximity triggered dialogue. And here's a horizontal version of the tunnel trap that I'm calling tentacle grass. It has the slowdown effect when you walk through it. I might also do a dice roll while you're in it to spawn a rape trap. 9
spaccamount Posted July 22, 2022 Posted July 22, 2022 On 7/17/2022 at 1:18 AM, smurf123smurf said: Hey what's the second game you mention? captivity, though it's very rapey
onionknighto Posted July 24, 2022 Author Posted July 24, 2022 We just released update version TTPPv2.3 I am very happy to thank @Cocein for their addon contributions. We included their content in this update, please enjoy the fantastic additions! With such highlights as proximity generated dialogue, portraits of victims and an actual tentacle trap that has its way with your character and there is no escape. We welcome anyone that wants to make or has made addon content/adjustments to the mod. Furthermore, I'd like to explain the new dungeon Petrified Temple of A'Tentakl It naturally spawns on the forest planet and rarely on desert or jungle planets. You can force spawn it in admin mode by using this: /placedungeon atentakl The dungeon has a diamond shape with 14 randomly generated rooms chosen out of a pool of currently 24, the stairs/hatches as well as the doors are randomly generated. This leads to random layouts with each new temple which keeps it fresh and interesting. The special unique loot at the end is one of 5 animations converted to our new victim randomizer system and stone tentacles but different to the ones you can buy in the shop these will break upon taking damage freeing the victim as an npc. The new category under the body skin options marked with a "?" holds animations converted to our victim randomizer system. When placed they will generate a random victim with a random RACE (apex, avian, fenerox, floran, glitch, human, hylotl, novakid, shadow) and randomly chooses hair and body color. This system also allows us to easily change the tentacle style, we use stone tentacles for example. Still working on many ideas and the full conversion of all animations is far from being done but we got good content to warrant an update. 7
Cocein Posted July 25, 2022 Posted July 25, 2022 I must be getting really unlucky because I searched 10 forest planets and still haven't found a dungeon. Ended up spawning one just to check it out. I like the people stuck in the walls with tally marks over them. The glow flesh is a nice addition. Never considered making glowing blocks. That's gonna make lighting a lot easier. I hope there's no performance loss if you use a ton of it. Is the tentacle platform supposed to have a green outline? I was excited by the slippery slope object, but it seems a bit janky. Like I'll slide up it if I hit it in a certain way. And I couldn't get them to work with just 1 of them. I had to use 2.
onionknighto Posted July 25, 2022 Author Posted July 25, 2022 The dungeon should have the same spawn rate for forest planets as the floran hunting ground dungeon. One issue could be that the planet was already existing before the update, it needs to generate after the update to have a chance to spawn the tentacle dungeon. Either by going far to the edges of your universe to create new planets, deleting your universe and generating a new one or by creating a new character. I don't see a green outline for the tentacle platform. It should be the exact same sprite you used just slightly different color scheme. Maybe you could send a screenshot with that issue? the sprite looks fine on my end. Yes the slippery slope trap has some problems. I couldn't figure out how to make it work only in one direction and only adjusted the "effectConfig" : "movementParameter". If it becomes too slippery you will just glide over the hole to the other side but if it is not slippery enough you will stand still on a long ramp. It certainly needs fine tuning. Thanks for the feedback!
Maruul Posted July 25, 2022 Posted July 25, 2022 Most of the update looks really cool! Very excited for platforms (I've just been painting mossy platforms red). But is there a way to possibly disable the dialogue update, or at least reduce the occurrence of it? One of my characters is the leader of a tentacle cult so her ship and base are full of uh, ladies, and they're very talkative and it's a little annoying. Especially the ones with the portraits cause they block nearby visibility. Especially in the breeding pit where there's several of them in close proximity.
onionknighto Posted July 25, 2022 Author Posted July 25, 2022 We might reduce the rate of it after we have some more feedback and testing. I can see how your base filled with them triggering all the time can be annoying. To help you for now I would suggest this: If you unpack the mod inside the sayLines.lua file you find these lines Quote self.lineTimerMin = config.getParameter("dialogTimerMin", 50) self.lineTimerMax = config.getParameter("dialogTimerMax", 100) self.proximityRange = config.getParameter("proximityRange", 6) self.proximityCooldown = config.getParameter("proximityCooldown", 100) There you can edit to fit your tastes, probably increasing the cooldown to 1000 or something. If you have trouble doing this just send me a message and I'll whip up a adjusted mod .pak file for you. 2
Jami238 Posted July 25, 2022 Posted July 25, 2022 Love your work amazing mod but could you maybe add some male victims just asking its ok if no.
onionknighto Posted July 25, 2022 Author Posted July 25, 2022 10 minutes ago, Jami238 said: Love your work amazing mod but could you maybe add some male victims just asking its ok if no. The thing is none of our artists have enough interest to create male victim content. Though, the new tentacle trap works on both player genders perhaps you will enjoy that. That said we would not prevent that type of content from being included in the mod! If you or someone else wants to edit the sprites to show male victims do it, just send me the files and we will include them in their own category of the shop.
Jami238 Posted July 25, 2022 Posted July 25, 2022 3 hours ago, onionknighto said: The thing is none of our artists have enough interest to create male victim content. Though, the new tentacle trap works on both player genders perhaps you will enjoy that. That said we would not prevent that type of content from being included in the mod! If you or someone else wants to edit the sprites to show male victims do it, just send me the files and we will include them in their own category of the shop. Thanks for the quick response most people ignore me. You do good work, keep being awesome. Also I just started learning how to make and edit sprites. Gooday my friends. :} 2
Cocein Posted July 25, 2022 Posted July 25, 2022 7 hours ago, onionknighto said: We might reduce the rate of it after we have some more feedback and testing. I can see how your base filled with them triggering all the time can be annoying. To help you for now I would suggest this: If you unpack the mod inside the sayLines.lua file you find these lines There you can edit to fit your tastes, probably increasing the cooldown to 1000 or something. If you have trouble doing this just send me a message and I'll whip up a adjusted mod .pak file for you. There is also a line like this "self.proximityProbability = 0.4". This is the probability that a character will deliver proximity dialogue when you walk by them. You can reduce it to make people talk to you less. 1
Lamadi Posted July 26, 2022 Posted July 26, 2022 7 hours ago, Jami238 said: Thanks for the quick response most people ignore me. You do good work, keep being awesome. Also I just started learning how to make and edit sprites. Gooday my friends. :} Feel free to show us your edits The work on this mod began with just editing some sprites and then just kept going.
onionknighto Posted July 26, 2022 Author Posted July 26, 2022 TTPPv2.3_adjusted.pakIf anyone is interested I made a quick custom version with severely reduced chance to trigger dialogue and no negative comments only positive ones. 4
Maruul Posted July 26, 2022 Posted July 26, 2022 4 hours ago, onionknighto said: TTPPv2.3_adjusted.pakIf anyone is interested I made a quick custom version with severely reduced chance to trigger dialogue and no negative comments only positive ones. Thank you so much! We really appreciate it. I also have a question/suggestion: The NPCs you can rescue from tentacle traps, do they have a chance to ask to become crew members? Idk how they work, but if they don't I think it would be cool if they could. I have to say this is one of my favorite mods for the game at this point. I'm excited to see how it continues to evolve, and I appreciate how open and considerate you are to the players. 2
Ordo Nsfw Posted July 27, 2022 Posted July 27, 2022 3 hours ago, Maruul said: Thank you so much! We really appreciate it. I also have a question/suggestion: The NPCs you can rescue from tentacle traps, do they have a chance to ask to become crew members? Idk how they work, but if they don't I think it would be cool if they could. I have to say this is one of my favorite mods for the game at this point. I'm excited to see how it continues to evolve, and I appreciate how open and considerate you are to the players. Not the 1º time that pops in as a request . . . Still have no clue on how to . . . Right now prioritizing conversion of all animation so that will probably have to wait.
Cocein Posted July 27, 2022 Posted July 27, 2022 7 hours ago, Maruul said: I also have a question/suggestion: The NPCs you can rescue from tentacle traps, do they have a chance to ask to become crew members? Idk how they work, but if they don't I think it would be cool if they could. Nice idea. That shouldn't be too hard to do. Just have to copy some stuff over from one of the vanilla "crewmember" npc types to the victim npc types.
onionknighto Posted July 27, 2022 Author Posted July 27, 2022 (edited) Alright folks I have done some testing with the rescued NPC and they already function as crew members for me but they need time and work. It goes like this: hanging around them, occasionally talking with them and after some time they begin to offer quests. After 1 or 2 quests they change. The NPC get clothes and offer their services. In my testing I got two engineers and one cook. Edited July 27, 2022 by onionknighto 5
Cocein Posted July 27, 2022 Posted July 27, 2022 10 hours ago, onionknighto said: Alright folks I have done some testing with the rescued NPC and they already function as crew members for me but they need time and work. It goes like this: hanging around them, occasionally talking with them and after some time they begin to offer quests. After 1 or 2 quests they change. The NPC get clothes and offer their services. In my testing I got two engineers and one cook. That's just default villager behavior. They become hireable if you do some of their dumb fetch quests. I came up with a script that makes it instant. When you interact with the npc they will instantly convert into a random crewmember with a random role (keeping their existing appearance). Then you can hire them right away. It also has the side effect of putting clothes on them. So it's like you rescued the victim from the tentacles, helped them get dressed, and now they want to join your crew. 6
Mytologist Posted July 31, 2022 Posted July 31, 2022 Awesome update for an awesome mod! I really like the slippery slide blocks, it makes trapmaking super easy! ? Some small bugs and suggestions though: 1. The sticky tentacle slide still causes the person falling through it to "spasm" between a falling and swimming animation. Funny, but also jarring. I would suggest that you stick with only one of them, preferably only the falling sprite. 2. If you could add an eyemitter with only the squelches and none of the voices it would be great! (same for the bed, I play as a male character and it really breaks the immersion to suddenly change to a female voice when I'm using it.) 3. An automatic trap placer/ a reusable trap! The capture trap is really hot and I wish I didn't have to replace them over and over. (Maybe something like a wall mounted spawner that periodically produces small tentacles that wriggle around until they find a spot where a trap can be placed (flat ground, at least 3 tiles away from another trap, etc), then they burrow underground and the tentacle despawns and a tentacle trap is produced! Or just a floor tile that rearms itself after a while, whatever works best!) 4. Currently you can only get one tentacle at a time from the capture traps, but what if "accidentally" falling for multiple traps in rapid succession caused increasingly detrimental effects as well as giving birth to several tentacles at once when the effect ends? I imagine something like a stacking slowing debuff until the player is locked to the walking animation or can't move at all until the timer runs out. 5. I am currently learning how to use Aseprite, but I can't code at all... you mentioned that you don't mind male content even if you won't make it yourself, so if I send some animation files, would you implement them? I admit that most of them are traced, but that should mean that you could just use the code you already have with minimal changes. If you still don't want to, its fine I'll just try to learn lua again... Stay awesome! ?
Mytologist Posted July 31, 2022 Posted July 31, 2022 52 minutes ago, Mytologist said: Awesome update for an awesome mod! I really like the slippery slide blocks, it makes trapmaking super easy! ? Some small bugs and suggestions though: 1. The sticky tentacle slide still causes the person falling through it to "spasm" between a falling and swimming animation. Funny, but also jarring. I would suggest that you stick with only one of them, preferably only the falling sprite. 2. If you could add an eyemitter with only the squelches and none of the voices it would be great! (same for the bed, I play as a male character and it really breaks the immersion to suddenly change to a female voice when I'm using it.) 3. An automatic trap placer/ a reusable trap! The capture trap is really hot and I wish I didn't have to replace them over and over. (Maybe something like a wall mounted spawner that periodically produces small tentacles that wriggle around until they find a spot where a trap can be placed (flat ground, at least 3 tiles away from another trap, etc), then they burrow underground and the tentacle despawns and a tentacle trap is produced! Or just a floor tile that rearms itself after a while, whatever works best!) 4. Currently you can only get one tentacle at a time from the capture traps, but what if "accidentally" falling for multiple traps in rapid succession caused increasingly detrimental effects as well as giving birth to several tentacles at once when the effect ends? I imagine something like a stacking slowing debuff until the player is locked to the walking animation or can't move at all until the timer runs out. 5. I am currently learning how to use Aseprite, but I can't code at all... you mentioned that you don't mind male content even if you won't make it yourself, so if I send some animation files, would you implement them? I admit that most of them are traced, but that should mean that you could just use the code you already have with minimal changes. If you still don't want to, its fine I'll just try to learn lua again... Stay awesome! ? ... I just read through the other comments and saw that you've already adressed the tentacle slide, so ignore that one. But now I have a different problem: the tentacle dungeon isn't spawning properly, there is the opening and the first room with a chest and a mimic, then there is a single room to the left with a single victim inside. That's it! Are the dungeons on the forest planets smaller than the ones on the jungle planets or what is happening here?
Lamadi Posted July 31, 2022 Posted July 31, 2022 52 minutes ago, Mytologist said: If you could add an eyemitter with only the squelches and none of the voices it would be great! (same for the bed, I play as a male character and it really breaks the immersion to suddenly change to a female voice when I'm using it.) I made an assumption that most people play female characters, which turned out to be incorrect, and which the game suffers from to a small degree still. I've lost some of my assets due to the tech issues I had a while back, but I'll see what I can dig up. Quote An automatic trap placer/ a reusable trap! The capture trap is really hot and I wish I didn't have to replace them over and over. (Maybe something like a wall mounted spawner that periodically produces small tentacles that wriggle around until they find a spot where a trap can be placed (flat ground, at least 3 tiles away from another trap, etc), then they burrow underground and the tentacle despawns and a tentacle trap is produced! Or just a floor tile that rearms itself after a while, whatever works best!) I should let Cocein do the honors of showing what we've been working on regarding to traps, but I will tell you right away that traps now work on a cooldown, so next update there should be no need to replace the traps. Quote I am currently learning how to use Aseprite, but I can't code at all... you mentioned that you don't mind male content even if you won't make it yourself, so if I send some animation files, would you implement them? I admit that most of them are traced, but that should mean that you could just use the code you already have with minimal changes. If you still don't want to, its fine I'll just try to learn lua again... Male content is frequently requested, and it's something I've been feeling bad about not working more on, but in order to maintain my own working spirit I'm focusing mainly on what I like to do, simply to have more fun and get more done. However, is anyone makes male content, I encourage them to show it off here, or send it through a message. I don't mind tracing, at least not of any of my own work. I still consider my assets open-source since I have no plans of ever earning money on them. I can't speak for everyone in the team though, but send it over and we'll see 3
Cocein Posted August 1, 2022 Posted August 1, 2022 We've been doing a lot of work on improving the traps. The one trap in the game right now was like a proof of concept. Here are some screenshots from some new traps we've come up with. These new traps also come with some new features. Traps no longer destroy themselves on use. They now work on a cooldown. Traps can now cycle through multiple animation stages. For example, the above 3 traps all have a capture stage where the player is first entangled. NPC support. Throw these around your colony and watch your residents get caught. Wiring support. You get a wire output when someone is caught in a trap, and a wire input will release them. I've also been working on adding traps that act like monsters. This tentacle monster is actually a vehicle with some simple AI. It can chase nearby players and grab them. It also shoots projectiles that slow you down making it harder to escape. 14
Cocein Posted August 1, 2022 Posted August 1, 2022 On 6/27/2022 at 11:54 AM, onionknighto said: The flailing was unintentionally at start and I'm not sure what does it as I have just appropriated some lines of jump related code and severely reduced some numbers for a slow fall effect (velocity). After seeing it myself I decided to give it the ok as the slow works and the flailing could be seen as being molested by the tentacles. It is the slide I can confirm you have done nothing wrong. If you ever change your mind on this being an unintentional feature I know what causes it and how to fix it. The slide status effect sets your vertical velocity to max( yVelocity, maxFallSpeed ). This is all well and good except maxFallSpeed is set to 1. Falling velocity should be negative. So the script is repeatedly setting your vertical velocity to send you upwards. So why are you still falling down? Because the update delta is set to 5. Meaning the update function that sets your velocity to +1 is only happening every 5 frames. You go up for 1 frame and then gravity pulls you down for 4. Causing you to flicker between the jump and fall animations. The fix is to set maxFallSpeed to 0. You will still fall because of the update delta thing, but without the animation bug. 2
smurf123smurf Posted August 2, 2022 Posted August 2, 2022 On 8/1/2022 at 3:03 AM, Cocein said: We've been doing a lot of work on improving the traps. The one trap in the game right now was like a proof of concept. Here are some screenshots from some new traps we've come up with. These new traps also come with some new features. Traps no longer destroy themselves on use. They now work on a cooldown. Traps can now cycle through multiple animation stages. For example, the above 3 traps all have a capture stage where the player is first entangled. NPC support. Throw these around your colony and watch your residents get caught. Wiring support. You get a wire output when someone is caught in a trap, and a wire input will release them. I've also been working on adding traps that act like monsters. This tentacle monster is actually a vehicle with some simple AI. It can chase nearby players and grab them. It also shoots projectiles that slow you down making it harder to escape. Just wanna let you know it is currently possible to escape the existing trap by pressing E and using a tech sphere in the moment that you aren't in the animation. Figure'd I'd bring it up in case you didn't know. As for the male sprites, I've thought about making them myself, but I don't feel like messing around with .frames files and also know that you guys are converting stuff to a new system, so no idea how that's gonna work. Though they did get me thinking of ways to improve the current sprites. You could theoretically use wiring to change animation states and give a single object multiple, controllable, states of animation. Don't know how feasible it is but I think it is possible.
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