Kartan1 Posted 17 hours ago Posted 17 hours ago 15 minutes ago, kobold tinkerer said: there is already component explorer that does all that and more Yeah, but I wanted something to only select creatures/bosses + ability to test their aggressive/friendly behavior, plus things like creatures without is_enemy tag.
Kartan1 Posted 17 hours ago Posted 17 hours ago 1 hour ago, Ranot said: Very nice! Did you make it as a separate mod? Or an edited version of the mod? I made this as a separate submod, I don't want to mess with LNR, plus this submod has a slightly different scope, and not everyone may be inclined to want the changes that it brings, so keeping it separate is the right thing to do.
corgipale Posted 16 hours ago Posted 16 hours ago 49 minutes ago, Kartan1 said: I made this as a separate submod, I don't want to mess with LNR, plus this submod has a slightly different scope, and not everyone may be inclined to want the changes that it brings, so keeping it separate is the right thing to do. Wanted to chime in, I'd be interested in downloading said submod! more settings are always good, and the birthing change to summons to prevent interruptions making them hostile sounds really nice. That particular scenario (particularly in hostile areas/with dots) is a bit annoying when it happens. 1
Kartan1 Posted 14 hours ago Posted 14 hours ago (edited) 2 hours ago, corgipale said: Wanted to chime in, I'd be interested in downloading said submod! more settings are always good, and the birthing change to summons to prevent interruptions making them hostile sounds really nice. That particular scenario (particularly in hostile areas/with dots) is a bit annoying when it happens. I have uploaded the submod, you can find the topic here. Since it does its own thing, I don't want to pollute this thread with people reporting issues related to my submod. Edited 13 hours ago by Kartan1 3
SarckD7 Posted 11 hours ago Posted 11 hours ago Author, can you please provide the mod's development plans so we have a rough idea of what updates will be coming next?
Seisont Posted 10 hours ago Posted 10 hours ago (edited) Got another set of harmless creatures done. This one covers the Deer, Scorpion, and Sheep. Enjoy! 😸 Harmless Creatures_1c.zip Edited 1 hour ago by Seisont further offset edits (hopefully for the last time lol) 2
kobold tinkerer Posted 10 hours ago Posted 10 hours ago (edited) 23 minutes ago, Seisont said: Got another set of harmless creatures done. This one covers the Deer, Scorpion, and Sheep. Enjoy! 😸 Harmless Creatures_1.zip 25.92 kB · 0 downloads i wish scorpion would bite you in the ass instead also they are floating, you need to edit offset_y if different stages need different offsets, you add to RectAnimation has_offset="1" and then offset_x and offset_y Edited 10 hours ago by kobold tinkerer 1
kobold tinkerer Posted 3 hours ago Posted 3 hours ago 7 hours ago, Seisont said: fixed animation y offsets scorpion stage one and two still floating one pixel above sheep and deer have offset_x set to 0 which makes player visually "teleport" from left/right back to actual player sprite when scene ends sheep last stage should have offset_x 10 and deer would have better offset_x 18 for all stages 1
kobold tinkerer Posted 2 hours ago Posted 2 hours ago you cannot convince me this isnt better than actual sex scene 2
kobold tinkerer Posted 2 hours ago Posted 2 hours ago 7 hours ago, Seisont said: Got another set of harmless creatures done. This one covers the Deer, Scorpion, and Sheep. Enjoy! 😸 Harmless Creatures_1b.zip 25.96 kB · 1 download do you also plan same sheep scene for two flying ships? 1
Seisont Posted 2 hours ago Posted 2 hours ago 19 minutes ago, kobold tinkerer said: do you also plan same sheep scene for two flying ships? I do! I'll get around to those sometime soon to round off the sheep. I'll also be doing the duck alongside them. 🦆 34 minutes ago, kobold tinkerer said: you cannot convince me this isnt better than actual sex scene Maybe this could be the normal reaction for the scorpions but if you charmed them or had some kind of perk it'd open up scorpion sex for those interested? Still, this is a funny way to handle it 😸 1 hour ago, kobold tinkerer said: scorpion stage one and two still floating one pixel above sheep and deer have offset_x set to 0 which makes player visually "teleport" from left/right back to actual player sprite when scene ends sheep last stage should have offset_x 10 and deer would have better offset_x 18 for all stages Gotcha, ty you for spotting these, I'll get them fixed up shortly. I'm having a hard time noticing some of these tiny offset in game so I appreciate the extra pair of eyes 👍
kobold tinkerer Posted 2 hours ago Posted 2 hours ago 6 minutes ago, Seisont said: noticing just check animations in holy mountain where its flat surface 1
kobold tinkerer Posted 1 hour ago Posted 1 hour ago (edited) 58 minutes ago, Seisont said: scorpion sex my point is sex with scorpion is ridiculous because he is tiny. can you imagine scorpion fucking you in real life? i have the same concern about duck scene and also two fishes. do you have any idea how to do fish? anyway i will have what i want in my own version of the mod and redux version will have the scorpion scene so we dont need to argue about that Edited 1 hour ago by kobold tinkerer 1
Seisont Posted 1 hour ago Posted 1 hour ago 21 minutes ago, kobold tinkerer said: my point is sex with scorpion is ridiculous because he is tiny. can you imagine scorpion fucking you in real life? i have the same concern about duck scene and also two fishes. do you have any idea how to do fish? anyway i will have what i want in my own version of the mod and redux version will have the scorpion scene so we dont need to argue about that All good, I understand the concern lol. I'll... figure something out I'm sure. For the duck at least, fish on the other hand will be a tall order if I even attempt it 😸
kobold tinkerer Posted 29 minutes ago Posted 29 minutes ago apparently we have both chest mimic and leggy mimic scenes since they use the same sprite. to fix leggy mimic legs moving on their own its child entity "limb_attacker" needs to be killed and scene should follow it the same way it follows failed_alchemist_b something like this in sex_scene.lua -- remove limbs damage from leggy mimic and enable following if sd[scene].scene_name == "chest_mimic" then for _, ch in ipairs(EntityGetAllChildren(sd[scene].enemy_id)) do if EntityGetName(ch) == "limb_attacker" then EntityKill(ch) end end sd[scene].scene_follows_enemy = true end
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