kobold tinkerer Posted August 29 Posted August 29 (edited) progress images for apotheosis and new enemies in case someone wants to make sex for those edit: i fucked up with second image, it contains kivi (stone boss from sky temple), meat biome worm and potion mimic edit2: first image also fucked xddddd it has tiny maggot (boss) which is changed in apotheosis but still Edited August 29 by kobold tinkerer 2
Kartan1 Posted August 29 Posted August 29 Is there a sort-of centralized ticker list of creatures already implemented / not implemented? Thinking about trying my hand in making sprites and animations for this mod.
Vitalie Posted August 29 Author Posted August 29 58 minutes ago, Kartan1 said: Is there a sort-of centralized ticker list of creatures already implemented / not implemented? Thinking about trying my hand in making sprites and animations for this mod. currently just the image on the mod page that shows all of the current enemies with animations, however often times we have new animations made that have simply not been added to the main mod yet however alternate animations for enemies are welcome, the only thing i would recommend is try to not make animations for bosses as those are a lot more complicated in how I plan on implementing them 1
Kartan1 Posted August 29 Posted August 29 7 minutes ago, Vitalie said: currently just the image on the mod page that shows all of the current enemies with animations, however often times we have new animations made that have simply not been added to the main mod yet however alternate animations for enemies are welcome, the only thing i would recommend is try to not make animations for bosses as those are a lot more complicated in how I plan on implementing them That's why I was asking - I saw some contributors post their stuff in the comments, and it immediately raised the question "well, what stops two people from doing the same animation without knowing that the other one did it as well". Thanks for your answer. While we're at it, any good resources for learning low-res pixel art animation that would be relevant to LNR?
Seisont Posted August 30 Posted August 30 Reindeer animation made! Wasn't as hard as I anticipated being so here it is. I did test it in game by replacing another enemies sex animation with it just to make sure it looks fine and it all seems to be looking good! Will just need a proper way to implement it on the Reindeer then since they're passive as discussed before though. Inside the zip are the source files, some example gifs of it, and a sex_gfx folder that overwrites zombie_weak for easy testing/viewing in game. Enjoy! Noita Reindeer.zip 3
Ranot Posted August 30 Posted August 30 13 hours ago, kobold tinkerer said: progress images for apotheosis and new enemies in case someone wants to make sex for those edit: i fucked up with second image, it contains kivi (stone boss from sky temple), meat biome worm and potion mimic edit2: first image also fucked xddddd it has tiny maggot (boss) which is changed in apotheosis but still ...we're going to be working on this for the rest of our lives, aren't we? 2 hours ago, Kartan1 said: That's why I was asking - I saw some contributors post their stuff in the comments, and it immediately raised the question "well, what stops two people from doing the same animation without knowing that the other one did it as well". Thanks for your answer. While we're at it, any good resources for learning low-res pixel art animation that would be relevant to LNR? Yeah, that's a problem that's hard to solve. The best you can really do is call out animations before you do them and hope others do the same. I'm kinda surprised that we've had very little overlap. As Vitalie said though, we have a list on the mod page that we're trying to keep up-to-date with each release. We seem to be mainly going down the list, so a conflict is a bit less likely if you choose a non-boss enemy closer to the bottom. You may already know that aseprite is generally the program of choice. As for resources... it's hard to say. I'm sure some artists may have some suggestions, but it largely amounts to practice. I'm waaay too ocd when it comes to spriting, so another tip may be to not over-fixate on every last pixel. 1 hour ago, Seisont said: Reindeer animation made! Wasn't as hard as I anticipated being so here it is. I did test it in game by replacing another enemies sex animation with it just to make sure it looks fine and it all seems to be looking good! Will just need a proper way to implement it on the Reindeer then since they're passive as discussed before though. Inside the zip are the source files, some example gifs of it, and a sex_gfx folder that overwrites zombie_weak for easy testing/viewing in game. Enjoy! Noita Reindeer.zip There we go! Our first harmless creature animation! I guess we could start with letting it be an interaction, like when speaking to a bonded wolf or guardian bee. Though... it could also be funny if they were hostile(really horny) and you could potentially see one fucking a deer, sheep, duck, ...scorpion? There's not exactly a whole lot going on on the surface. 2
Seisont Posted August 30 Posted August 30 (edited) 39 minutes ago, Ranot said: There we go! Our first harmless creature animation! I guess we could start with letting it be an interaction, like when speaking to a bonded wolf or guardian bee. Though... it could also be funny if they were hostile(really horny) and you could potentially see one fucking a deer, sheep, duck, ...scorpion? There's not exactly a whole lot going on on the surface. Interaction makes sense yeah. Maybe even something along the lines of the prompt appearing if you stain them with Pheremones or alternatively Beserkium for the angle of them being hostile? More creature on creature interactions would also be interesting to see either way! Edited August 30 by Seisont
kobold tinkerer Posted August 30 Posted August 30 5 hours ago, Seisont said: Reindeer animation made! Wasn't as hard as I anticipated being so here it is. I did test it in game by replacing another enemies sex animation with it just to make sure it looks fine and it all seems to be looking good! Will just need a proper way to implement it on the Reindeer then since they're passive as discussed before though. Inside the zip are the source files, some example gifs of it, and a sex_gfx folder that overwrites zombie_weak for easy testing/viewing in game. Enjoy! Noita Reindeer.zip it has no pixel gaps on stages 2,3 and 4 which results in artifacts on stages 3, 4 and 5 this is first stage, see how it has one empty pixel gap, the selection is 32 pixels height which is the frame_height for this animation this is second stage, no gap that means when stages 3,4,5 plays, it shows those four pixels of kobold arm from previous stage on the top edge of the frame like this this is not very noticeable on static picture but its flickering during animation and is quite annoyig i will fix this one since i'm adding it anyway but in future when you make animations you should add empty gaps before frame_width or frame_height ends, this happens on all four sides of the frame, top, bottom, left, right. there should always be at least one pixel gap between frame border and frame content to prevent this 1
kobold tinkerer Posted August 30 Posted August 30 ok, the solution to implementing passive creature sex is start_sex.lua - checking for "mortal" tag instead of "enemy" - removing check for "is_predator" because passive creatures are no predators if GameGetGameEffect(attacker, "CHARM") == 0 then should be if GameGetGameEffect(attacker, "CHARM") == 0 and EntityHasTag(attacker, "enemy") then sex_scene.lua - check for "mortal" tag instead of "enemy" when finding entity to disable
Seisont Posted August 30 Posted August 30 1 hour ago, kobold tinkerer said: @Seisont do you plan more passive creatures? Totally! Just need to figure which passive creatures would make sense or be a reasonable target for some animations. 2 hours ago, kobold tinkerer said: i will fix this one since i'm adding it anyway but in future when you make animations you should add empty gaps before frame_width or frame_height ends, this happens on all four sides of the frame, top, bottom, left, right. there should always be at least one pixel gap between frame border and frame content to prevent this Ahh okay! Thank you for letting me know about this! I didn't realize not having any sort of padding would cause clipping like that. I'll make sure to remember that for my future animations now then.
kobold tinkerer Posted August 30 Posted August 30 54 minutes ago, Seisont said: make sense probably the smaller elk and sheep. i have no idea how to do sex with scorpion or fish. i would say when you try to fuck a scorpion you would receive poison status instead because it would bite you in the ass
Vitalie Posted August 30 Author Posted August 30 4 hours ago, kobold tinkerer said: i have no idea how to do sex with scorpion or fish. i would say when you try to fuck a scorpion you would receive poison status instead because it would bite you in the ass I'd imagine it would be a similar animation to Möykky 1
kobold tinkerer Posted August 30 Posted August 30 16 minutes ago, Vitalie said: I'd imagine it would be a similar animation to Möykky no thats boring, besides why would a scorpion crawl inside you. i like biting in the ass better
kobold tinkerer Posted August 30 Posted August 30 while doing crown drop mechanic i learned that when you pick up gold nuggets they are actually added in your inventory and immediately killed after that. can you imagine
Ink_Ribbon Posted August 30 Posted August 30 (edited) Tested out the mod last night and I was thoroughly impressed by how well it all worked, and I do like the scope of it; especially if it creates a unique "slutty pacifist" alternate playstyle (much like the Sexout Main Quest did for Fallout 3.) I have only a couple of oddities to report which could be cleaned up whenever convenient, otherwise I'll happily and patiently wait for general content updates as you make more enemies compatible throughout the game. Player placement is a little funky for animations. I know that this is probably one of the hardest things to fix due to the nature of a voxel-based game, but it's genuinely a little difficult to find flat terrain for the animations most of the time, so they end up being tilted in some odd ways, and multiple times I've had an animation end, and then slowly begin suffocating because it has placed my kobold a pixel or two down into the terrain. Usually I can escape by some jump-spamming, but perhaps teleporting/spawning the player a couple pixels above the center of the animation after it concludes would be a good quick fix? Speaking of oddities on animation end, if there are other enemies nearby who can't join in, then they'll still wander back and forth on the player's position, and while the enemy that raped the player is non-hostile for ~10 seconds, the others AREN'T, and that can really do some damage as they jump you immediately after the animation ends, doing actual damage because the player can't be raped again within that period. Maybe adding about five seconds of invincibility after the player escapes their stunned post-rape state, as well? That should be enough time to break out of melee combat for most enemies. Or alternatively, just pacifying enemies universally until they all reset their aggression at the same time as the previous rapist? Noita is a famously lethal roguelike, but making the player soak up less damage when actively trying to have sex would be a good change overall. The kobold village is GREAT, I genuinely love that cozy little addition, and adding a reliably-spawning area where you can pick up some specific potions and even QUESTS is incredible conceptually for Noita. Your placement of the biome is excellent, out of the way and filling an otherwise-unused space very nicely, and even adding a sneaky shortcut between the Mines and Coal Pits! My only note here is that I'm sad there's no "slutty" quests for the bartender, where you earn a tiny amount of gold by performing sexual favors directly. "Meeting" the other kobolds can be that if you have the required sluttiness score, but it's not textually required, which seems a bit thematically odd. Plus it'd be a nice way to get some early gold, and make the economy of the bar work a little bit better. Finally, count me as another vote for putting a volume slider in for the mod's audio. The actual audio is fine, and the default balance isn't bad at all, but I'd still appreciate being able to turn it down slightly. Edited August 30 by Ink_Ribbon Fixing typos 2
Kartan1 Posted August 30 Posted August 30 Been working on a little something for the past couple of days, started out with a couple of tweaks for the things I didn't like and... here we are I guess. 4
Kartan1 Posted August 30 Posted August 30 6 minutes ago, Kartan1 said: Been working on a little something for the past couple of days, started out with a couple of tweaks for the things I didn't like and... here we are I guess. Non-optional things include: Lewd Noita birthing normalization (birthed creatures are treated as summons, don't drop gold, interrupted births don't spawn hostile critters anymore) Summons are now interactable like Charmed creatures are One new animation for Homunculi (half of it borrowed from Weak Zombie animation, the Kobold specifically, so kudos to whoever is the OG author), and yes, Homunculi are now sexable (I was surprised no one did this before). Didn't want to mess with LNR functionality, so I am using a workaround by temporarily assigning enemy tag to your Homunculus 3
Kartan1 Posted August 30 Posted August 30 Oh yeah, and Homunculi now have a dangling dong (god they are a pain to animate on account of how few pixels they have) 2
Kartan1 Posted August 30 Posted August 30 (edited) 21 hours ago, Seisont said: Reindeer animation made! Wasn't as hard as I anticipated being so here it is. I did test it in game by replacing another enemies sex animation with it just to make sure it looks fine and it all seems to be looking good! Will just need a proper way to implement it on the Reindeer then since they're passive as discussed before though. Inside the zip are the source files, some example gifs of it, and a sex_gfx folder that overwrites zombie_weak for easy testing/viewing in game. Enjoy! Noita Reindeer.zip For future testing of animations, you can use this mod - a very simple creature spawner that fetches all creatures and bosses (+ optional Apotheosis support), with a friendliness toggle and debug sexing toggle (for creatures like elk who are friendly and therefore are not supported by LNR for now). creature_spawner.zip Edited August 30 by Kartan1 4
Seisont Posted August 30 Posted August 30 55 minutes ago, Kartan1 said: For future testing of animations, you can use this mod - a very simple creature spawner that fetches all creatures and bosses (+ optional Apotheosis support), with a friendliness toggle and debug sexing toggle (for creatures like elk who are friendly and therefore are not supported by LNR for now). creature_spawner.zip 13.54 kB · 1 download Ah awesome! I just started working on some animations for the sheep, deer, and scorpion now so this is going to come really in handy. Thanks!
Ranot Posted August 31 Posted August 31 5 hours ago, Kartan1 said: Been working on a little something for the past couple of days, started out with a couple of tweaks for the things I didn't like and... here we are I guess. Very nice! Did you make it as a separate mod? Or an edited version of the mod? Your guess is as good as mine when it comes to Homunculi. I guess no one felt like making sprites for them yet? 3 hours ago, Kartan1 said: For future testing of animations, you can use this mod - a very simple creature spawner that fetches all creatures and bosses (+ optional Apotheosis support), with a friendliness toggle and debug sexing toggle (for creatures like elk who are friendly and therefore are not supported by LNR for now). creature_spawner.zip 13.54 kB · 1 download Interesting... Component Explorer has been working for me just fine for spawning monsters, but I don't believe it's been made compatible with Apotheosis. Don't think it has that toggle either, lol. But hopefully that one won't be a problem for too long. 1
kobold tinkerer Posted August 31 Posted August 31 4 hours ago, Kartan1 said: For future testing of animations, you can use this mod - a very simple creature spawner that fetches all creatures and bosses (+ optional Apotheosis support), with a friendliness toggle and debug sexing toggle (for creatures like elk who are friendly and therefore are not supported by LNR for now). creature_spawner.zip 13.54 kB · 1 download there is already component explorer that does all that and more
kobold tinkerer Posted August 31 Posted August 31 9 hours ago, Ink_Ribbon said: volume slider i dont think its possible to selectively change volume in noita
kobold tinkerer Posted August 31 Posted August 31 9 hours ago, Ink_Ribbon said: The kobold village is GREAT funny you say that, the original author of that biome (pawarfull) said it doesnt look like he intended at all and the placement is also wrong i agree with him tbh, its unfinished as fuck
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