![]() This will allow to make use of various performance improvements that happened in past year and so, will allow to finally have proper post-loop performance in coop (eliminating the need for offline mode), and open the road for some of the wilder improvements (for mods in particular).įor the base game, it'll hopefully mean a less broken Linux and Mac builds, as both runtimes had seen substantial improvements recently. It would appear like the day had come when Nuclear Throne imports and functions correctly in GameMaker Studio 2, therefore it might finally be time to move to GMS2. There are now also 3d functions, which can be used for, well, thatĪnd mouselock functions for specific purpose of first-person mods and anything akin.Īnd you can now make built-in mutations more or less powerful via skill_set(mut_scarier_face, factor) There are now shaders, which can be used for visual effects, or wilder things - such as the raycast mod by Golden Epsilon: If you are making or playing NTT mods, there are a couple new toys now. Mods can make use of new chat features as well, so this is an all-around good thing. This changes now - the chat now has cursor, selection, and even auto-completion! Chat overhaulįor a long time, chat in NTT was pretty basic - you could enter text and erase entered text. While this isn't perfect (differences in how projectiles bounce are the most apparent), it's still a very good option if you were irked by 30fps lock in past.Ĭombine with display scaling, and the game looks smoother than ever. gml q=60 room_speed=q current_time_scale=30/q ![]() So, to run the game at 60fps, you would open chat (T) and paste (Ctrl+V) the following: However, I didn't write a GM-specific code editor with advanced find-replace functionality (pattern matching, custom logic) for nothing, you know, so I thought - maybe this would be more viable to do this way? Fast-forward some 30 hours of work, and the game now spots a current_time_scale variable, which controls how fast everything happens. * so long as supplies last your CPU can hold upĪs it was recited a few times, implementing 60fps on the Nuclear Throne's original source code would not have been viable - the game contained thousands of velocity, timing, and other constants that would all have to be manually readjusted (sometimes just multiplying or dividing by two, sometimes more complex formulas - and you might have thought that your high school physics course was useless). So, let's begin 60fps (or any FPS, really)* design wise i dont really like how it was turning out and would like to have made a more NT+ type of mod that is more of a modpack of content added to later loops of the game rather then replacing the game with a "hard" version, but ive run into roadblocks there as well and have gone back to spontaneously making smaller mods (crowntrain, cwalls, some unreleased character/crown mods.) and leaving hardmode to die.Been a while huh? While I'm pretty sure that more or less everyone had already tried one or other beta from Discord, I think it's important to formally promote a version to take the role of the new stable release. making pushing updates hard as i would have to finish rewriting the mod or make a branch of the old version with new things added that i would have to rewrite later. i rewrote the entire mod structure (twice now) but started working on adding content before fully converting some of the other parts of the mod (namely venuz and labs). (i developed medical issues from working on it full time for a few months when it was released). this mod became to big for me to continue working on. ![]() there is a 9940 fix floating around the nt discord made by golden epsilon. 9921 is the last version i can confirm works. Newer ntt updates have introduced issues with the mod. remember to take a 15 minute break for every hour you play Requires YellowAfterLife's Nuclear Throne Together at least version9921 they mostly relate to bossintros or things changed from base NT (portraits for boss intros are tied to the base game menu option) I put some spoilers, credits to other people whose code i used, and links to my stuff in the readme Planned to type more but i'm not a linguist *cough, i have a twitter and take art/mod commissions, please give me money to draw for you*. The goal was to elongate Loop 0 to be as long/hard as a Loop 2 run in base nuclear throne. ♦each area is 2 stages longer, generally (5 stage desert, 3 stage sewers, so on) ![]()
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