ill try updating to the new file now then, also is there a plan to change the key from f12?
the default debug for the game has f12 bound to instant defeat which is rather annoying
ill try updating to the new file now then, also is there a plan to change the key from f12?
the default debug for the game has f12 bound to instant defeat which is rather annoying
Iāve tried it too but it doesnāt work out so I wonder what your result will be
New one from the post, you mean 0.1.1v? i have that version
Im also now realising my game version is 0.7.5 not 0.8.3
0.7.5 seems to be the newest version on itch.io
where did you get 0.8.3 from?
Yep that was it, mod seems to work correctly with the right version
my mistake. sorry yall
glad itās working, I am actually re-doing the scripts now as well.
I am also going to attempt to make it version agnostic if possible.
new update here
improved strokers quite a bit I think
[old link]
Thereās still only have minor movement on many of the linear scripts, and I wasnāt able to find any that used the top 20% of the stroke range at all.
Most of them are using the bottom 25% of the stroke length now though.
That was my mistake I uploaded the wrong file
[old link]
should the one with the updated scripts be āv0.1.1ā? The one you uploaded a few posts ago was labeled as āv0.1.5ā
[old link]
yeah, itās suppose to be v0.1.6 here is the right one
Iāve cleared out my release folder now too⦠only keeping the newest in there to avoid this
Gotta be honest, despite this being one of my favorite action platformers, I really dislike the scripts. They may often very accurately represent the movement, when letās say a dick is moving in and out of Maya and itās just moving around 25% of its length, that is translated pretty well into the script.
Problem being, thatās almost nothing at all. I donāt know if that was your intention or not but there is a reason most scripting is representing the movement in an exaggerated way. Something like 0-100 strokes in the last pre-cum animation, 20-100 strokes before that and 40-100 at the start would - I think at least - be far better (assuming three stages and just spitballing numbers in this example, of course).
I have to admit Iām no expert in scripting myself, Iāve only made a few for personal use when I didnāt like a filler in a game or such, but all I can really say is: these aināt it.
I would mostly agree, i havenāt played through the game as of yet but i tend to prefer movements that are a big more exaggerated than ones that are wholly accurate.
Useful feedback, Iāll keep working at it. Itās my first time trying to script, and from what Iām gathering Iāve been too literal for strokers. Originally my goal was accuracy, but that might not translate to the best feel, which is fair enough. I approached this with a different type of toy first and tried to translate it over.
I am going to do a new pass that exaggerates the stroker ranges more.
Sounds good, the work youāre putting in isnt being overlooked either, its not easy doing scripting sometimes.
using 1.6
Cave ā Clematus the arrogant witch 2 (lesbian/yuri).
This script actually has a chunk that tries to push past 100%, causing the arm of the handy to hit against the top of itās track, and try to push past it. Needless to say that one script needs to be toned down a smidge,
v0.1.6.1
Direct.IntensityScale no longer compresses linear/stroker travel.Is the filler addition yet? I think itās the most important thing in a flatformer game.
Yes, but it might need some adjusting so looking for feedback on the filler - I am in the process of making a interactive filler which will interact with the game state, but it wonāt work with the EDI version - ill try and make a decent filler for the EDI version though too
For this game, use the Windows x64 BepInEx 5 Mono zip.
Can you please explain EXACTLY which version of BepinEx I should be using? There is no mono versions for the v5 branch. The mono naming doesnt occur until the V6 branch but you said to Download V5, so theres a contradiction here