On the kkz-9940 download for version 2.0.0, with both NTT 9940 and 9944, there is an error when you parry (kkzHUD.mod.gml [L158,c45]) where the game expects a string but doesn't get one (I think it's string_length receiving a number). The error happens every frame after what would have been a successful parry, until the run ends.
I haven't had a good run yet but I can tell already that I like the character. Nice work!
(Also, I recommend removing the "kkz/" from the beginning of both load commands. If the kkz folder is not directly in the mods folder it will not find the files, but if it's just "/loadrace kkz" the search will work no matter what because load commands use relative paths.)
The HUD gets broken when you change the window size since you're using the draw_gui_end function to handle the HUD. Most mods use draw_set_projection(); and draw_reset_projection(); in a Draw event.
This is how Vagabonds does it and it also factors for multiple resolutions and any changes to the viewport. The code I provided just guts one particular aspect of a character from that mod, so all it does is draw a yellow screen over every player's HUD.
I've yet to sink my teeth into the character yet but I'll give my input when I do! Looking forward to playing it
Oh my bad, i guess it is compatible with 60 fps, its just the character's slow idle animation that made me think it wasn't 60 fps compatible, sorry for misunderstanding
While this char is not really my jam, props to you ,this guy is amazing. Love the parry visuals, and the readme.txt giving instructions for changing some macros to make the playing experience better is such a good idea. Overall, love this fella
← Return to mod
Comments
Log in with itch.io to leave a comment.
On the kkz-9940 download for version 2.0.0, with both NTT 9940 and 9944, there is an error when you parry (kkzHUD.mod.gml [L158,c45]) where the game expects a string but doesn't get one (I think it's string_length receiving a number). The error happens every frame after what would have been a successful parry, until the run ends.
I haven't had a good run yet but I can tell already that I like the character. Nice work!
(Also, I recommend removing the "kkz/" from the beginning of both load commands. If the kkz folder is not directly in the mods folder it will not find the files, but if it's just "/loadrace kkz" the search will work no matter what because load commands use relative paths.)
Thanks for the bug report!! I just fixed both of those things.
pretty dope
The HUD gets broken when you change the window size since you're using the draw_gui_end function to handle the HUD. Most mods use draw_set_projection(); and draw_reset_projection(); in a Draw event.
https://github.com/saniblues/Past-Nuclear-Throne-Daily-Seeds/blob/master/Lightwe...
This is how Vagabonds does it and it also factors for multiple resolutions and any changes to the viewport. The code I provided just guts one particular aspect of a character from that mod, so all it does is draw a yellow screen over every player's HUD.
I've yet to sink my teeth into the character yet but I'll give my input when I do! Looking forward to playing it
(Screenshot of the code I'm posting in action)
Oh, I didn’t know about that!!
Thanks for the info, I’ll be sure to fix it for the next update. 🐣
So...Is this character not 60 fps compatible?
It should be, I was testing it most of the time in 60fps.
Oh my bad, i guess it is compatible with 60 fps, its just the character's slow idle animation that made me think it wasn't 60 fps compatible, sorry for misunderstanding
While this char is not really my jam, props to you ,this guy is amazing. Love the parry visuals, and the readme.txt giving instructions for changing some macros to make the playing experience better is such a good idea. Overall, love this fella
This is amazing mod
Good luck with your mod
Sorry forma muy english