Ranot Posted Thursday at 09:46 PM Posted Thursday at 09:46 PM On 9/1/2026 at 12:47 PM, Seisont said: I do plan to get around doing those for the animations I've made at least; now that I've covered a fair few of the creatures I was interested in with just the normal kobold sprites for now I think BoxtoBox will work on making some Mina versions of your animations when they get some time. 1
Seisont Posted Friday at 05:06 AM Posted Friday at 05:06 AM 7 hours ago, Ranot said: I think BoxtoBox will work on making some Mina versions of your animations when they get some time. Oh awesome! Saves me some time to work on other stuff than I suppose, ty for letting me know 😸 1
kobold tinkerer Posted Friday at 08:28 AM Posted Friday at 08:28 AM 3 hours ago, Seisont said: Oh awesome! Saves me some time to work on other stuff than I suppose, ty for letting me know 😸 do you have a roadmap of creatures or do you just do what you feel like? 1
Seisont Posted Friday at 08:36 AM Posted Friday at 08:36 AM 4 minutes ago, kobold tinkerer said: do you have a roadmap of creatures or do you just do what you feel like? Don't really have a planned roadmap, no. I mostly just look through the enemy list and gauge which ones I think would be easy or a pain in the ass to work on and go from there. As of now I have my sights on all the Master type enemies since I figure I can just start with a simple animation they all share 90% of.
kobold tinkerer Posted Friday at 01:07 PM Posted Friday at 01:07 PM idea for those fuckers their animation should be like miniblob or lurker (shadowy cloud from lukki lair) and after they enter you the player continues emitting their effect for some amount of time 2
a slice of toast Posted Friday at 02:23 PM Posted Friday at 02:23 PM 1 hour ago, kobold tinkerer said: idea for those fuckers their animation should be like miniblob or lurker (shadowy cloud from lukki lair) and after they enter you the player continues emitting their effect for some amount of time could make them have something like they use ghost tendrils but different positions and expressions >w> 1
Seisont Posted Friday at 10:17 PM Posted Friday at 10:17 PM Alrighty they're nothing too fancy, but all the Masters now have a simple animation for each of them! Thankfully it wasn't too much of a pain since their sprites are all just palette swaps save for their heads. There's also an alt fellatio animation for the Elk I made a bit ago but hadn't shared here yet. Enjoy! 🐱 Wizard Enemies.zipElk Alt.zip 2
a slice of toast Posted Friday at 10:44 PM Posted Friday at 10:44 PM oh i did wanna say that their is a small thing I've noticed that if extreme text is on it will sometimes describing the wrong creature or event like for example the dog knots you when getting the fly infestation its not a big issue but is that something just apparent or is that a user error?
kobold tinkerer Posted Friday at 11:57 PM Posted Friday at 11:57 PM (edited) 1 hour ago, Seisont said: Alrighty they're nothing too fancy, but all the Masters now have a simple animation for each of them! Thankfully it wasn't too much of a pain since their sprites are all just palette swaps save for their heads. There's also an alt fellatio animation for the Elk I made a bit ago but hadn't shared here yet. Enjoy! 🐱 Wizard Enemies.zip 55.01 kB · 1 download Elk Alt.zip 18 kB · 1 download if its same for all of them, you might as well add alt animation from barfer to the rest of masters do you plan to add futa wizard animation? Edited Saturday at 12:00 AM by kobold tinkerer 1
xiaoxiao094 Posted Saturday at 12:26 AM Posted Saturday at 12:26 AM I'm a complete beginner with zero experience, but I'm very interested in this mod and would like to contribute. How can I create animations or make a sub-mod for this mod?
Seisont Posted Saturday at 12:35 AM Posted Saturday at 12:35 AM 36 minutes ago, kobold tinkerer said: if its same for all of them, you might as well add alt animation from barfer to the rest of masters do you plan to add futa wizard animation? Good point, alt animations are always nice to have. And yeah, I'll do one for the futa wizard too. Missed them since I was just going by the vanilla wizards but it'll be quick enough to do
a slice of toast Posted Saturday at 12:53 AM Posted Saturday at 12:53 AM i like seeing what yall come up with for animations makes me want to learn sprite editing and stuffs :3 1
kobold tinkerer Posted Saturday at 04:07 AM Posted Saturday at 04:07 AM 3 hours ago, xiaoxiao094 said: I'm a complete beginner with zero experience, but I'm very interested in this mod and would like to contribute. How can I create animations or make a sub-mod for this mod? if you want to make more animations, look at zombie.xml and zombie.png files in sex_gfx folder for examples when you create animation files you name them the same as sprite name for the enemy you want to add for example you want to add sex animation for this fucker you open the file for this enemy, which would be miner_chef.xml, look for "image_file" inside SpriteComponent and it is "data/enemies_gfx/miner_chef.xml", which means you should name your files miner_chef.xml and miner_chef.png and put them in /sex_gfx folder two rules when creating animations: 1. spritesheet frames must have 1 pixel gap on all four sides of each frame to avoid artifacts. for example if your frame content takes 20 by 10 pixels, your frame_width and frame_height for that frame should be 21 and 11 2. test your animations in holy mountain because it has flat surface that clearly shows if your animation is standing on the surface or is above or below it, in which case you adjust offset_y in xml file. if you need to adjust offset for single stage (for example only last stage needs to be higher/lower) you add has_offset="1" to RectAnimation and specify offset_x and offset_y. offset_x is just frame_width divided by 2. so for frame_width 21 it can be either 10 or 11, doesnt really matter, the point is when animation starts it should start in the same place where player was standing, not somewhere on the left or right if you have any questions about creating animations ask me, i am the most anal person about this. i would rather you ask a million questions then do some low quality shit which i would need to fix (because someone needs to fix it anyway and so far i was the only one caring about it)
xiaoxiao094 Posted Saturday at 04:50 AM Posted Saturday at 04:50 AM 39 minutes ago, kobold tinkerer said: 如果你想做更多动画,可以看看sex_gfx文件夹里的zombie.xml和zombie.png文件作为示例 创建动画文件时,你要给它们命名和你想添加的敌人精灵名一样 比如你想给这个混蛋添加性爱动画 你打开这个敌人的文件,应该是miner_chef.xml,在SpriteComponent里找“image_file”,是“data/enemies_gfx/miner_chef.xml”,这意味着你应该把文件命名为miner_chef.xml和miner_chef.png,并放到/sex_gfx文件夹里 制作动画时有两条规则: 1. 精灵图集帧必须在每个帧的四边各有一个像素间隙,以避免伪影。例如,如果你的帧内容是20×10像素,那么该帧的 frame_width 和frame_height应该是 21 和 11 2. 测试你的Holy Mountain动画,因为它有平面,可以清楚显示动画是站在表面上还是在地面上或下面,这时你要调整offset_y xml文件。如果你需要调整单阶段的偏移(比如只有最后一阶段需要更高或更低),你只需在RectAnimation中添加has_offset=“1”,并指定offset_x和offset_y。offset_x只是frame_width除以2。所以对于frame_width 21来说,可以是10或11,其实无所谓,关键是动画开始时应该从玩家站立的位置开始,而不是左右左右 如果你对制作动画有任何问题,随时问我,我对此非常挑剔。我宁愿你问一大堆问题,也不愿你做一些低质量的东西,而这些东西我得自己解决(因为反正总得有人修理,到目前为止只有我在乎)。 Do I need any additional tools to create animations?
kobold tinkerer Posted Saturday at 07:33 AM Posted Saturday at 07:33 AM (edited) 2 hours ago, xiaoxiao094 said: Do I need any additional tools to create animations? graphics/pixel art editor to create png and text editor to create xml cheatgui to teleport to holy mountain where you will test your animations https://steamcommunity.com/sharedfiles/filedetails/?id=1984977713 component explorer to spawn enemies you need https://noita.wiki.gg/wiki/Mod:Component_Explorer Edited Saturday at 07:37 AM by kobold tinkerer
a slice of toast Posted Saturday at 03:15 PM Posted Saturday at 03:15 PM (edited) will say you could do somthing here like giving them a fat cock and the tounge going down the throat or letting the tounge go through idk i just see the tounge and think hot >#>👉👈 Edited Saturday at 03:17 PM by a slice of toast
kobold tinkerer Posted Saturday at 04:05 PM Posted Saturday at 04:05 PM 50 minutes ago, a slice of toast said: will say you could do somthing here like giving them a fat cock and the tounge going down the throat or letting the tounge go through idk i just see the tounge and think hot >#>👉👈 he is already modified to have tongue i think cock would be redundant
a slice of toast Posted Saturday at 04:11 PM Posted Saturday at 04:11 PM 4 minutes ago, kobold tinkerer said: he is already modified to have tongue i think cock would be redundant well i mean for the animation if he gets one but i dont wanna tell you how to do your work ofcs just an idea is all ~w~"
kobold tinkerer Posted Saturday at 04:20 PM Posted Saturday at 04:20 PM 8 minutes ago, a slice of toast said: well i mean for the animation if he gets one but i dont wanna tell you how to do your work ofcs just an idea is all ~w~" it aint my work, i dont create animations, i only give opinions
a slice of toast Posted Saturday at 04:32 PM Posted Saturday at 04:32 PM 10 minutes ago, kobold tinkerer said: it aint my work, i dont create animations, i only give opinions oh
a slice of toast Posted Saturday at 05:37 PM Posted Saturday at 05:37 PM i uh just have ideas that come to mind when i see some of the creatures like the female alchemist boss having either tentacles coming from her and into the player or like the female fungus rubbing or penetrating the player with their tendrils and maybe the drones use like a hose like appendage to fill the player idk ~w~"
Ranot Posted Sunday at 12:21 AM Posted Sunday at 12:21 AM @kobold tinkerer Would it be possible to get an upload of the newer animations you've fixed up for BoxtoBox to make Mina versions of them?
kobold tinkerer Posted Sunday at 03:00 AM Posted Sunday at 03:00 AM 2 hours ago, Ranot said: @kobold tinkerer Would it be possible to get an upload of the newer animations you've fixed up for BoxtoBox to make Mina versions of them? i was waiting to accumulate more animations to upload everything at once but here you go i changed one thing about xml files ln_sex_effect="data/entities/misc/effect_radioactive.xml" sex effect now uses full path to xml entity instead of just a word like "toxic" since it allows you to use vanilla noita effects instead of being tied to specific mod folder. sex_scene.lua should be edited to utilize this change, this should be one line of code edit i dont remember exactly which animations i fixed, there were a couple dozens of them, besides i adjusted sex length and cumshots for some animations, so its better to just replace the entire folder sex_gfx.zip 1
Ranot Posted Sunday at 03:16 AM Posted Sunday at 03:16 AM 1 minute ago, kobold tinkerer said: i was waiting to accumulate more animations to upload everything at once but here you go Awesome, thanks! Yeah, I wouldn't have asked if BoxtoBox had more free time. It makes sense to wait until there's a large batch to keep everything together, but I think you made enough fixes that if he used the old files there'd be a lot more fixing up to do. That's a nice change to the xml files. It was convenient to just use a word like "toxic", but I'll trade that for more options.
Bingusasdf Posted Sunday at 03:23 AM Posted Sunday at 03:23 AM 21 minutes ago, kobold tinkerer said: i was waiting to accumulate more animations to upload everything at once but here you go i changed one thing about xml files ln_sex_effect="data/entities/misc/effect_radioactive.xml" sex effect now uses full path to xml entity instead of just a word like "toxic" since it allows you to use vanilla noita effects instead of being tied to specific mod folder. sex_scene.lua should be edited to utilize this change, this should be one line of code edit i dont remember exactly which animations i fixed, there were a couple dozens of them, besides i adjusted sex length and cumshots for some animations, so its better to just replace the entire folder sex_gfx.zip 594.93 kB · 1 download So when somebody posts sex_gfx is that just for development purposes or can i replace the file in the mod with that? It wouldnt have the logic to go with it right?
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