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An online multiplayer mod for Nuclear Throne. · By
You can search for "hex color picker" and use a hex color (e.g. "#445588") to choose any color.
Named colors are white, black, gray, red, green, blue, aqua, yellow, pink, orange, lime, purple, "night" (distinctive dark blue), and "fab" (neon pink). These come from another mod of mine, Spelunky SD.
All players must have the same version of the game. Should you not, you will be informed about the fact.
Having cross-version compatibility (especially forward compatibility) would be much more trouble than anyone can wish for.
Similar goes for replays - since these are more or less reproductions of what buttons have been pressed and at what times, the game has to match up for them to reliably produce the same result on screen.
All publicly released versions will remain available for download for this reason.
Mod uses a separate savegame so you would have to re-unlock everything first.
There is also a more important issue of combining the progression between players, and, most importantly, not messing up the local savegame in process.
So for now the mod just considers everything unlocked and leaves the task of not picking what you did not legitimately unlock up to your and co-conspirator's consciences.
At some point - perhaps, soon - no.
If you've seen, NT has a chronic problem where generation does not match up per-platform (noticeable on daily/weekly), so cross-platform multiplayer will not be a thing without potentially rewriting everything (which is not something I can do here);
Supporting OSX/Linux requires writing separate "patcher" programs for them, which requires additional research on how their executable files work;
Supporting OSX in particular also requires to own a Mac to compile or debug anything.
Overall, might want to look at NT's reddit, since there were a couple of tutorials on configuring Wine there.
You can use `/gml skill_set(15, 1)`, where 15 is mutation id.
I am attempting to make a custom character and I believe I am using the wrong software for converting a Piskel made sprite in .png to the base64 code, as choosing my custom character crashes the game. The site I used to convert the sprites is https://www.base64encode.org/
EDIT: I see that I might have used the wrong type of encoder.
2nd EDIT: It was a wrong encoder, for anyone reading this with a similar problem, specifically look up png to base64.
Can I have clarification as to how skill_avail works? I've defined it to return 1 in a skill file:
#define skill_avail
return 1
However the skill isn't being made available in the pool. Not including the skill_avail definition includes the mutation in the pool, but I am looking to make its availability variable, so I wish to define it dynamically rather than just disincluding the definition.