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You can tell me I'm wrong and prove to me I'm wrong without being an ******* about it. You can judge my opinion without being an ******* about it. You can talk to me without being an *******. But you deliberately choose to be that way each and every single opportunity that you ever get to do so.
It's not a joke to me, it's not a "haha, you made me mad" type of deal like you're just trolling me for good time's sake.
No. You make me want to kill myself. You make me feel extremely miserable trying to be part of this community and make it much harder than it needs to be to handle my depression.
I can't understand what part of making people's lives completely miserable is enjoyable to you.
I criticize most mods I play, usually positively, unless the creator put no effort into it. Even if it's rather bad but the author tried I tend to give higher score and leave a note what they should work on. Most of the stuff that comes out now is either veteran mods, which I have nothing against, or "I-dont-care" mods, translations and collections. It's hard to find a genuine beginner, now I only recall like 2 but they haven't released their mods yet
How did you make you're random monster mod? Do items randomize? Do levels randomize? Do monster spawns randomize? Do they're patrol routes randomize? What's the differences between difficulty settings?
monsters spawn in same spots but their path is randomized, every time you die or every 30 seconds the path they choose is different (unless it selects the same pathnode)
levels for now don't but might if I make more than 2, doable
difficulty settings affect your speed and health points, it doesn't make monsters slower or weaker because it's impossible without changing the code. There's also a "reset" mechanic to compensate all monsters chasing you after you get spotted by one (yeah, also hardcoded, one monster sees you and entire map chases you), on easier difficulties they get reset every 30 seconds (map time, not after 30 seconds of chase so it might be 5 seconds or 20 seconds), on higher it goes up to 1 minute
items do randomize, but also disappear. I'm trying to fix it
if you care, the rng script is easy
void rng(string ∈ asTimer)
{
SetLocalVarInt("number", RandInt(1, 250));
AddEnemyPatrolNode("grunt1", "PathNode_"+number);
AddTimer("", 30.0f, "rng");
}
hope I didn't make any typo...
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I really wish you would just leave me alone.
You can tell me I'm wrong and prove to me I'm wrong without being an ******* about it. You can judge my opinion without being an ******* about it. You can talk to me without being an *******. But you deliberately choose to be that way each and every single opportunity that you ever get to do so.
It's not a joke to me, it's not a "haha, you made me mad" type of deal like you're just trolling me for good time's sake.
No. You make me want to kill myself. You make me feel extremely miserable trying to be part of this community and make it much harder than it needs to be to handle my depression.
I can't understand what part of making people's lives completely miserable is enjoyable to you.
why delete selphium?
Still available for download in "files" section on this profile. just the modpage that's gone
you know eggs are better right
way better
Pardon me, but why do you criticize beginning modders?
I criticize most mods I play, usually positively, unless the creator put no effort into it. Even if it's rather bad but the author tried I tend to give higher score and leave a note what they should work on. Most of the stuff that comes out now is either veteran mods, which I have nothing against, or "I-dont-care" mods, translations and collections. It's hard to find a genuine beginner, now I only recall like 2 but they haven't released their mods yet
How did you make you're random monster mod? Do items randomize? Do levels randomize? Do monster spawns randomize? Do they're patrol routes randomize? What's the differences between difficulty settings?
monsters spawn in same spots but their path is randomized, every time you die or every 30 seconds the path they choose is different (unless it selects the same pathnode)
levels for now don't but might if I make more than 2, doable
difficulty settings affect your speed and health points, it doesn't make monsters slower or weaker because it's impossible without changing the code. There's also a "reset" mechanic to compensate all monsters chasing you after you get spotted by one (yeah, also hardcoded, one monster sees you and entire map chases you), on easier difficulties they get reset every 30 seconds (map time, not after 30 seconds of chase so it might be 5 seconds or 20 seconds), on higher it goes up to 1 minute
items do randomize, but also disappear. I'm trying to fix it
if you care, the rng script is easy
void rng(string ∈ asTimer)
{
SetLocalVarInt("number", RandInt(1, 250));
AddEnemyPatrolNode("grunt1", "PathNode_"+number);
AddTimer("", 30.0f, "rng");
}
hope I didn't make any typo...
need help with scripts
add on discord Lefi#8815